Hey Chris,
I uploaded a screenshot of a part of the settings manager and also the SettingsManager.asset file.
https://www.dropbox.com/sh/qhenua8kg6tfhu9/AADxp5nnlvze9rrrK6ESrp-Ta?dl=0
Thank you! Alex
Hi Chris! I fixed it like you suggested and it works for now but I really would like to be able to attach inventory items / skip speech OnMouseDown.
Is this something you consider for an engine update?
Unity 2020.3.33f1
Adventure Creator v.1.75.4
https://www.dropbox.com/sh/qhenua8kg6tfhu9/AADxp5nnlvze9rrrK6ESrp-Ta?dl=0
I hope this helps.
Yes, I know that there is a buttonPressed parameter involved but this is only if left or right button. The Ev…
I tried to recreate it with the default inventory and there I don't have that bug.
It seems the default inventory uses OnMouseDown for selecting an item.
I have a custom inventory and I get clicks with:
EventManager.OnMenuElementClick += ElementCli…
The issue occurs when I save to the same save slot exactly like I described.
When I pick up an item I have the item in the inventory and the corresponding hotspot is diabled after loading. But the character walks to the spot of the overwritten save …
Hi Chris! I was able to reproduce it:
1) Click on position A on the NavMesh so the character walks there and then save before the character reached the position (Save Slot1)
2) Click on position B and save when character has reached the position (S…
But it would not need to guess if the initial alpha value is sampled on Awake.. thats how I fixed it.
I agree that it should end on alpha 0f when fadedOut but when fadeIn it should end on initial alpha.
Hey Chris. Did you have any chance to look into it?
Or do you have a hotfix/workaround for that.
I tried to disable the FollowSortingmap component during the Transform Action with a custom action, but as soon as I activate it again the Object snaps…
Hey Triomatica, I had almost the exact same issue. What helped was creating Atlases of the sprites and set the Culling Mode of the animators to "Cull Completely".
I added a screenshot what I mean:
I moved dialogue option "10: I think I'll better going" to the bottom.
Notice that also all the other linked actions became screwed up that way.
(Image)
Is it a bug, or is there a way to circumvent thi…
Thanks for you suggestion Chris! Now I understand - it sounds quite error prone though, but I'll give it a try.
You are right I could have just created a derived class from the Character:Move to point Action. But from first glance the solution I im…
(Quote)
If there is no "in-house" solution I am going to hack this into Adventure-Creator.
My idea is to extent the ActionCharPathFind class and switch the running actionlist to backgroundmode during the movement. When the character arriv…
Hey Chris, me again.
I am afraid I dont get how to not rely on the "pending Hotspot interaction" system.
When I chain up the interaction like in the screenshot like you proposed I see no way where the gameplay is not getting blocked with…