I get compiling errors:
InputTouchCount and InputTouchPhase are inaccessible due to their protection level.
And "TouchPhase" does not exist.
is it due to my AC version? (see it above)
Uhm, ok, thanks. I will try. Two fingers tap indeed works as a right click on every other circumstance (deselect item, examine hotspots, etc.) but not on examine Inventory, as described on my first post.
But I'll check with Rewired if somehow that's…
Thanks for your reply.
Unity 2021.3.24f1
AC v1.76.1
My inventory is not Drag and Drop but maybe I can change it at runtime when on Mobile platforms. I'll need to do some tests in that sense, but I think I know how to code that.
If the Drag and Dro…
UPDATE
I get the following error:
NullReferenceException: Object reference not set to an instance of an object
AC.SaveSystem.GetNumSlots () (at Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs:1150)
Uhmm...
Hey Chris, I'm getting back after some time to this thread, to finally solve the thing.
So, I've followed the Manual for avoiding entirely AC to save stuff (especially Options/Settings into the registry, for Unity Player Prefs).
And this is what I…
Hello, I'm bringing back this post because I need another customization help for the Crafting part...
Basically, besides the ingredients, I'd like to allow the creation of the recipe only if player has some tools in its inventory. Meaning, every rec…
Thanks! With Object: Send message it works!
So I wondered what was wrong with my custom action (which I copied from the tutorial above), and the issue was in the assignvalue of "objectToAffect" (I simply forgot to paste the very last part …
So, I've tried following that tutorial, but it seems that I need to link the Game Object to the interaction, and if so, then I could have done also an Object - Call Event. But what I need is to use the same single interaction for all the hotspots th…
Thanks, I'll have a look. I'm not using any Save/Load Action, nor SavesList elements.
I meant specifically for settings. I noticed AC is saving PlayerPrefs if I change my sounds slider (even if I'm handling them with my own script, but maybe because…
Well, I've tried creating an invisible image on top of the outside-mask area, that targets the raycast, and if I press right (use) or left (examine) mouse buttons on those items, I cannot trigger their action, so the mask is somehow working this way…
Bringing this back to life after some time...
I'm using Dialogue System and I2 Localization, what is handled by AC for now is just Hotspots Names and Inventory Names (dialogues, menu and UI are all handled either through DS or I2), and I'd prefer ha…
No, I haven't modified that script. It is exactly in the wiki link I posted on my very first message. Also, fun fact: I don't see big changes with that script active or not, as if it's maybe not working properly? Is it updated?
Nevertheless, I unde…
Thanks for your reply Chris. So...
(Quote)
I don't need my characters to react to a 3D world, that's why I'm handling them with Collider and RigidBody in 2D. I then have Triggers and such in 2D to react with them, but hotspots are in 3D. So all in …
It's a 3D game with 2D sprites, with movements only on X axis. Unfortunately I cannot share publicly game screenshots or videos due to NDA (I might send you a PM though), but this is a scene setup from Unity: NavMeshSettings (the actual game won't h…
P.S. I also get often the "Invalid node target - cannot update pathfinding on Protagonist" (this when the click works, and the protagonist is moving to a marker, it gets stuck on the Walking animation until next click... again, not always.…
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