The problem with using 1 hotspot like you suggest is that the checking of the bool and the walking to the correct marker part has to be done in a Cutscene. This in turn takes the control away from the player to cancel the walking interaction, and al…
I believe I have found the culprit.
It is the 'wait until finish' flag in the Character > Move to Point action.
If it is turned on, it ignores triggers completely while moving.
Any idea how I can fix this problem?
You can reproduce it n the fo…
Woops. I realised I was asking the wrong question:
This actually works as intended when using the standard 'WalkToMarker' of a hotspot interaction.
Where it doesnt work however, is if the walking is done in an actionlist.
My Case:I have a closed do…
I can now also confirm that this effect does not happen when that 'Ignore if already playing' is checked off.
So even though the sound is only 2seconds long, and I run the Sound>Play action again after 5 seconds, when 'Ignore if already playing'…
Yes that one is checked. And they are very short audio clips. Just sounds like doors opening only 2 sec long.
I wait long enough after the first time to run the actionlist again.
I noticed the Sound Action only plays a sound once. What do I do when I want to play a sound more than once?
+ I put an AC sound prefab in the scene and attach a sound file,+ I make a cutscene calling the "Action: Sound > Play" on that …
The thing is, our game is going to get a player's first name from a server.
So what I am looking to do here is have a default hotspot name setup in all supported languages, but have that default name overwritten when we get a player's real name from…
Ah. Yes. That's the problem.
I have the speechmanager set to 'prevent original language' because we have a couple different languages.
Any thought on how to dynamically change a Hotspot's name during gameplay in the case of multiple translations?
No luck.
I have a GameObject with the hotspot script attached, and a Unity Text component, and the following script.
In the Text component I write 'This is your partner!' , and link it in the editor to this script:
(the logic is in Update() for now…
Here is an interesting thing though:
If you have 2 inventory items named the same, but with different descriptions and textures, it only shows up once in the options for Inventory > Add actions.