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OllyMUK

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OllyMUK
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  • Thanks Chris. That's working.
  • Hi Chris. Is there a way to debug an Event Runner component? I have this component on a container. The action list never gets triggered, though the action list runs manually or via other triggers. Nothing appears in the console when I close the con…
  • I think I've found the issue. The area that was hard to click on was covered by a Trigger. https://drive.google.com/file/d/1o9lSpROPHgARDXU0CPCyMCoQxCYtC3gg/view?usp=sharing If I set the Trigger to the Ignore Raycast layer, then I can click in to …
  • Yeah, as I posted that I thought "hang on, with the object being disabled, will it ever work?". Odd how typing stuff out makes your brain kick in. I'll have a play. Thanks.
  • Great news. So in my options when the player toggles Scroll Subtitles, I currently need to change both the Scroll Subtitles setting and also the menu item SpeechLine typewriter effect setting in order for it to work? Olly
  • I thnk it is an AC thing somewhere. If I put a script on the dialogue text component, and some debug lines in Update(), I can see that the MaxVisibleCharacters keeps changing back to 0, making the text invisible. This only happens if Scrolling is d…
  • I can't see what the TMPro issue might be to cause this. If I duplicate the Text object at runtime (just highlight and hit CTL+D), the new object shows the text normally, and has exactly the same settings as the one that doesn't work. The only diffe…
  • Hi Chris You're right, my post was amazingly sparse when it came to actual data :) Sorry. https://drive.google.com/file/d/1VikiLEm_IxO5-CkJIq_EcHwsWytS_xky/view?usp=drive_link https://drive.google.com/file/d/1yYsmFtsPuLi1-i0SX7P4aw3ak3ASg35J/view…
  • Thanks Chris. Will try that suggestion. The entry I was thinking of is this: https://drive.google.com/file/d/1-n2ZuCiNd0D2vutr9YsispoEEtbhoIWR/view?usp=sharing
  • I should say (doesn't let me edit for some reason) that when the menu is set to Appear On Interaction then the above works, debug outputs the hotspot name. However when the Appear On for that menu ("Interaction") is set to Manual then it d…
  • Thanks Chris. Can I ask for a bit of help? In your example above, in OnEnableInteractionMenus I have this; if(hotspot.getfulllabel(0) == myHotspot.getfulllabel(0)){ Menu popupMenu = PlayerMenus.GetMenuWithName("Interaction"); …
  • Thanks Chris. Will take a look and see if that exposes the hot-spot game object and or its components. If not I'll go back to passing values via AC variables but it doesn't feel nice having anotger layer between components to move data through.
  • Thanks Chris. One more thing on that note. Is there a way for an interaction Menu (when using a Unity UI prefab) to know which hotspot was clicked to trigger the interaction menu to appear? Is that passed somewhere? THat would allow me to gather so…
  • Hi Chris Did the "actionlist on close" feature for the container actions ever get on the roadmap? The use case here is that say I have a conversation from someone who tells the player to take their money (or other non-unique item). If I …
  • Thanks Chris. I played with the components Anchor settings and set the min X to 0 and Max X to 1, which appears to have worked. I also noticed an issue with the child recttransform not being stretched correctly. All appears to be working now. Thank…
  • Thanks. Working through these options. Alas none are a perfect fit for me. Ideally there would be a "Actionlist on Close" actionlist parameter on each container object. This could restart the dialogue or action something when the containe…
  • Ignore that. I found BinID which appears to be what I need.
  • Thanks Chris. Yes, implemented the advice on that other thread and that's working well. So in reality I'll need to keep referring back to that inventory item and it's properties when working with the document that relates to the item? I think …
  • Great Chris. Thanks. For now I'll knock together a list of existing docs and compare that to current runtime docs to see the delta.
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