Thanks for fixing this! I tried it on version 1.43 and the Walk cursor seems to show now only for the NavMesh.
It does, however, exhibit a strange behavior that I don't know if it's a feature or a bug. The thing is that the Walk cursor becomes visib…
I was just talking of making things easier on the programmer type. So that we won't have to create an action list and an action for every single dialog topic when all we wanted is to call our custom script. That, and making the Conversation object m…
Well, if you just plan to change the current behavior of affectChildren, then there's no need for any enum at all. It was just a suggestion in case you wanted to leave both behaviors - the existing one and the new one.
Anyway, thanks for considering…
I'm sorry to resurrect this old thread but as I have a request that is very similar to the one discussed here, I thought I would do it here.
So would it be possible to add a "Custom Script" Interaction source to the Conversation component …
I'm not bypassing Actions at all. I create Action Lists on the fly, I add the Actions to the Action Lists and I run the Action Lists - all from code. This way I have all my game behavior stored in code and not in assets. This gives me great flexibil…
Don't you mean the other way around? Right now it is "&&" and it would seem reasonable that it should be "||". Otherwise the parentheses have no meaning.
And what about line 129?
I found some time today to take a look at this and found the following:
Line 99 was never called in my case because the "if" statement in line 90 was always false. The reason it was false was because my settingsManager.inventoryInteraction…