I'll +1 this. I've stumbled a number of times not knowing what object an action is actually referencing because only the beginning portion of its name is visible. Would be great to, somehow, have longer fields.
Works fine! I did a bit of modification for the text entry:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionOpenURL : Action { public string url; public overrid…
@ChrisIceBox I was hoping you'd chime in with how it could be improved. Custom actions aren't my forte, so all feedback is good feedback. I'll give your updated script a whirl.
I was inspired to try and make a custom action for opening a URL. Here's what I made:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionOpenURL : Action { // Declare var…
There are a couple of ways. Firstly, there's a global setting in the speech manager which would be worth playing with:
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Secondly, if it's just a specific line of text you want on screen for longer, you can add a wait token to the end of th…
Confirmed that the OnPlayerJump event is working fine with the CC. Thanks very much.
For detecting if the player jumps, and becomes grounded, does this seem like a sensible setup or is there a better way to do it without Update()?
private bool…
Hey Chris can I check this is still planned? I've just been looking at joystick rumble stuff, which is another thing that would plug in great with the CC event.
I've achieved this by altogether disabling (in scene) the default first person camera object on the player prefab. That way it seems to stick with the basic camera. I have no idea if that's best practice.
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Precisely this. You might reach a point that you want your camera to rotate at something, or react to input...etc and if you're trying to control the same object which is animating suddenly everything messes up. The easy and best thing to do…
Thanks. Yep. Got it. Confirmed it works! :)
I'm curious though, why would the controller cursor have worked fine with highlighting pause menu and conversation options, but not inventory slots?
Sorry, I'm an idiot. The answer is right there in the constrained script:
private void Start() { pauseMenu = PlayerMenus.GetMenuWithName("Pause"); } private void Update() { if (pauseMenu.…
A bit more info; it seems to be that the Unity UI button highlights for the inventory slots aren't kicking in with the control pad cursor. I assume that makes sense why .hoverItemisn't doing anything
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I cranked up the button highlight colo…
Hey Chris, so I've done a bit more debugging with this. Turns out when using the control pad you can examine items so the cursor is interacting with them. It's just a case that my custom name labels aren't appearing when using the simulated cursor.
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