Ah okay I see!
And how do I invoke the action properly?
I created the prefab and added the script. Then I removed it from the game. After the QTE I sequenced in the ActionList editor the "Menu Change state Turn Off Menu" and then use the…
Thank you for your answer! Unfortunately I must be doing something wrong.
Just to try if the script and object combination would actually make the hotspots flash I have added the gameobject and attached this script:
using System.Collections;using …
Hey it's working! There is just one little problem.
I want the tutorial window to say something like "Tap the screen to flash hotspots". Then I want the player to tap the screen, the Tutorial menu closes and the hotspots flash. The proble…
Hey Chris thank you for your answer,
I managed to get the menu to come up but I'm unable to get it to close again. I want it to close once the player taps the screen (touchscreen) but I somehow can't find an Input. I was thinking to do it as seen i…
Ahhh I see, yes it's working now! I did the mistake to add 3D TMPro object instead of creating the UI-Text TextmeshPro objects... now it's all back to normal AND I have the beautiful speech bubbles! So happy :-)
I'm having the same issue, since I use the SpeechBubble UI Template and use the TextMeshProIsPresent scripting symbol the Dialogue Options can be perfectly linked to the right place, but once i exit the prefab or start the game they always display a…
Hmm so with the new script I can get the button that I defined in the input manager to flash the Hotspots but when I click with the mouse on the screen it still doesnt do anything. Am I doing something wrong? Does the mouseclick not simulate a touch…
Hi Chris,
I managed to get the Hotspots to flash on a specific button press with the method described in the AC Wiki, defining "FlashHold" Input in the (old) Input Manager, however, if I change the script to your suggestion, nothing happe…
Oof, I'm still kind of hestitant to get into the actual scripting/coding stuff but I'll try to figure it out the basics in the next days and then work with your suggestions and get back if I still have any questions!
Thank you very much!
Ahh thanks for your response, it worked!
I have now divided both cameras and set their z-values to -10. Also I have made sure to delete the Game Camera 2D (script) component from the MainCamera. Now it seems to work fine even with the default camer…
"SOLVED" or a bug?... It must be something wrong with the Game Camera 2D Script Component. Once I deleted that component from all my cameras I can finally see again. So I guess we have to leave the default camera field free?
Hey ChrisIceBox,
thank you very much for your response.
<These are "Interaction icons" you've defined in the Cursor Manager?>
Yes
no they are all 3 always showing
Here is the Cursor Manager's "Interaction icons" panel…
I have not changed anything but new errors keep popping up...Maybe this error has something to do with it?...
null texture passed to GUI.DrawTexture
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 DebugLogHandler_…
Hi!
yes im refering to the interaction menu. I would like to open the interaction menu on the first click. Right now it is still setup that I need to click once to see the name, then again to see the interaction menu.
Sure, see the images here to f…
PS: oh... I think i understand why it may not be working. Since I wanted hotspots to be detected when holding a finger on the screen I choose "Hotspot detection: CustomScript"
Changing that to mouse over solved that problem. But I noticed…