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Yes, I realized and removed the return statement for the else part, it works now. Also fixed the focus issue by forcing the menu to turn off in the "if" part before running the associated interaction. Everything works perfectly now.
Thanks! I still have a few issues though, mostly with forcing the cursor to focus after entering a word once/ on opening the menu a second time. I've tried so many different solutions with varying results that it's difficult to choose which one to d…
Hopefully, this will be the last thing I need help with. When the player enters a string which is not in any of the listed interactions, I want the input field to be erased. This worked in an earlier version of my script (as shown above in the "…
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Ok, it works by switching to a non-TMP Input field. Any idea why it might not be working with a TMP one?
Another problem with this is that I'm only able to type within the Input field if the menu is set to Pause when enabled. This isn't nee…
Thanks! Still doesn't seem to work with Unity UI. Is it because I'm using a Text Mesh Pro Input Field?
Edit: Oddly enough, it doesn't even allow me to drag a non-TMP input field to the AC Linked Input Field
Also, the script/ menu stops working when I switch to a Unity UI Prefab for the menu.
Here is my menu setup -
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And also what my script looks like atm:
using UnityEngine;using AC;public class ParserText : MonoBehaviour{ publ…
It seems this script registers the input as correct/ launches the associated interaction even if the input word contains extra, incorrect alphabets.
For example, typing either "talk" or something like "talkasdaaf" both launch th…
Ah so just to confirm, these boxes DID intersect before the way meshes do, right?
It's odd because an old project of mine also has the same issue, so it can't be a Unity update either I'm guessing.
Either way some sort of a fix/ workaround would r…
For more context, here's how a collider looks with a mesh and how it should look (with lighter blue when inside the box and a faint outline)
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and how it looks with a trigger, with everything …
I do have an additional question - Is it possible to have one interaction for multiple inputs/ synonyms? For instance, a player might type "speak" or "chat" instead of "talk" - so I want to have a list of acceptable wor…
Omg, this actually works, perfectly! For anyone looking for a similar setup in the future, you must define "Interaction Icons" in your cursor settings and write the Label of those icons in the input field of your menu.
Here is my setup, f…
Thanks for the script! Currently, GetLabelFromID at line 21 shows an error - "There is no argument given that corresponds to the required formal parameter 'languageNumber' of CursorManager.GetLabelFromID(int, int)"
Edit: fixed it by addin…
To be more specific - I only want the text input to recognize verbs (take, observe, touch etc) when interacting with a specific hotspot in 3D space (kind of like Life is Strange) So, my system wouldn't need the player to specify a noun/object (like …
Wondering if there are any new native support/ possible workarounds for this using AC now? Wanted text inputs to launch specific Action Lists.
As far as I can see from the name input tutorial, it only records your input and can then be only displa…