--- Hotspot not reacting ---
https://youtu.be/KoauCoO4-wY
Look at the video above, doors and Christmas tree has hotspots.
When I tried a lot more using the custom script method, I actually found out that clicking very quick (very short press) it d…
I was using 1.75.4 when I tested this, but in the meantime I upgraded to latest 1.75.6, same issue.
Do not know about fixed, but I suspect there is a bug when you drag in a certain quick way, and that the KickStarter.playerInput.GetDragState() is no…
Here is a more clean version:
[REDACTED]
Note: Above file is deleted, use this !
As previous, green & red boxes are hotspots.
* Try dragging from the middle of a hotspot in either way => Works: camera moves regardless of where swipe/drag sta…
Here is how to reproduce:
* Use ConstrainedFirstPersonCamera.cs + set "is drag controlled" = true, get script from:
https://adventure-creator.fandom.com/wiki/Camera_-_Constrained_first-person
* On any GameObject add the script ClickUpIn…
Unity version: 2020.3.36f1
AC version: 1.75.4
I have also tried to set the "Interaction method" = Custom script, but its the same result.
Part 1:
(Image)
Part 2:
Part 3:
(Image)
As earlier said, this worked well as I needed it to work, but unfortunately there is still an issue:
When I start swipe/drag to move the camera around, and the cursor is over a hotspot (for example a door), the the drag camera stays still until the …
I tried to reproduce issue 1, and I discovered that changing "Link graphics to" did nothing. But what did, was changing the "Max number of slots" to anything else than 13 (default), I set it to 8.
I also exported the whole Game …
BTW, I use Source = "Unity UI Prefab".
Also tested to set it to "AC", and then the boxes are gone.
Setting back to "Unity UI Prefab", and boxes appear again.
Using inventory Add or remove in an action list works.
Today I had another issue passing parameter to ActionList that did not work, and this should work.
So I did a clean project and started from scratch.
Now everything works as it should.
There m…
I am using latest AC version 1.75.3 and Unity version 2020.3.30f1
I have set the Inventory Menu's source to "Unity Ui Prefab" and Appear type to "During Gameplay"
Removing inventory item w/o interacting with the menu did not he…
Unfortunately, the KickStarter.runtimeInventory.PlayerInvCollection.DeleteAllOfType (inventoryID); did not work, its in fact exactly the same happening as when using the KickStarter.runtimeInventory.Remove(inventoryID);
I get the inventory item id …