Understood, so your problem is that it automatically switches back to your cam? That's strange. You're using the switch camera action, right? I never tried it but I'm not sure why it should go back to your old camera...
1) Had the same problem but Chris fixed it in the last updates.Now you need to use the "Constrain: Free Aiming" Action when the Menu is Turned On. I'm saying Menu because che Inventory is actually a Menu (usually called Inventory if you st…
no worries, you were much of help actually.In the end you provided a script that in-scene, works. It's up to me to figure something ;)
haha sorry for the wall of text, Chris.
Hi, unfortunately in my case it would be better if it was scene-indipendent - besides I'm not really sure how I could set them up since the Standard Use Interaction requires a external asset ?
As for the listern thing, how does the Add\Remove functi…
Just run another test: trying with the add\remove gameobject I run into the same issue. This is impossible, I thought...
"and it may be an assetlist needs to be put in a resources folder to run, unfortunately I have no time to look into it furt…
Thanks a lot. Unfortunately I don't see any way to run my specific need in the scene, due to how AC is set up at the moment as the Use interaction needs an asset file. Otherwise I wouldn't have bothered you.What it needs to do is simple in this case…
so, Unity 4.6 got out. What's the situation with AC and the GUI like inventory and stuff? Think I'll hold back downloading it until the next AC release...
I'm slightly confused. I already have tons of post-image effects in my game, all of them are just added to the main camera but they work perfectly. What's the need to use the other camera?
Hi, yes I had already added that.You can just make a .zip file and upload it on http://zippyshare.com/ or similar websites. Then you just need to copy paste the resulting link. Since in this case all the code is public you can either post it here, o…
Just tested in a new project, I confirm that it happens with those conditions. If you still have problems, I can easily pack it up as smallish as I can for you.
Before trying this, would you mind to upload me your two .cs files for Activate\Deactiv…
Hi, 4.5.5f Pro, I can test on a free version if needed but it's very unlikely this is making any difference. Win7 64bit.
Apologies, the "created asset" was bad wording on my part: I just meant that it's an action list file (actionlist.asse…
Thanks, damn, I was hoping you were able to reproduce it... this means that it's going to be another nightmare to track down the source of the problem, sigh.
Naturally, yes, I had done all you said, infact they work, just, mysteriously, the game ob…
@sicga123 uh-oh, spoke too soon. Unfortunately, it seems that this breaks completely when I go on to Build - my fault for not testing this before. Basically, whatever gameobject was attached to the action is replaced back with None when the build is…
Yes, apologies, it's in the "when turn on" field. And yeah, you were spot-on, I hadn't thought of this even if the previous test gave me a hint. Tested by merely removing the transition, and it already worked! I don't care about it, so as …
Running a few other tests... it seems that the Turn Off function does work, it's just that if you merely create an actionlist on When Turn On where you tell the menu to turn off, it doesn't work because it... doesn't make it in time. So, it's not a …
Okay so... this stopped working. I'm not sure what in the world the reason could be but it's the Turn Off Menu that doesn't work anymore. This was before 1.40a but I checked the changelogs again and the only things that have remotely to do with this…