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Robjbo

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Robjbo
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  • 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…
  • Yeah mouse 0 as left click trigger works… hmm must be something with the build then that it does not recognize the mouseclick as touch i assume.
  • 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?
  • Here you can see how the game is completely broken after adding the default camera: https://imgur.com/a/AiW2sT3
  • 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…
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