I added more details in the video description but since it's embedded FYI:
0s - 17s: I am trying to show that there are two mesh colliders on the car
17s - 37s: Showing the Hotspot and Camera position - mouse raycast needs to go from mesh collider …
Hi Chris,
Thanks for the prompt response! You're absolutely right, it's easier to visualise. I have prepared a video here: https://youtu.be/zjU69-qN-CI
I am not yet sure how the layer change would help. The Hotspot layer currently is "Default…
One more observation: there are two mesh colliders on the vehicle, one for the lower part and one for the upper part. The camera for the player's in-vehicle perspective is located in the upper part, while my hotspots are in the lower part. Once I mo…
Thanks, Chris. Now the PROTIP on page 218 makes sense. It's always abstract information until you encounter an actual use case 😂
I would like to make a suggestion. It doesn't fit to the topic of this conversation, but it's very much related. I am u…
I found a possible way but I doubt it's the most elegant solution:
I created a custom action "ActionRunSceneInteractionByName" which takes the name of an Interaction existing in the scene and then triggers it:
public class ActionRun…
Hi Chris,
for the time being, I have changed the ActionList to "run in background", locked/disabled the relevant menus and manually disabled every hotspot which is visible in the peekhole camera view. I wanted to avoid that, but there are…
Hi Chris,
it says:
Current game state: CutsceneCurrent player: PlayerCurrent camera: MyPeekholeCameraActionLists running:Interaction: UsePeekhole --- that's the one triggering the camera change and dialogueActionList assets running:(some ActionLis…
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I tried that by clicking on the generated NavMesh asset for the scene and changing the Position Y field in the inspector, but I didn't see any improvement. Interestingly, I also didn't see it moving in the navmesh preview regardless of any t…
@ChrisIceBox, thanks for your response. I hope you had a couple of joyful festive days!
Here are screenshots and videos to illustrate the issue.
First, I set up the walkable area using navmesh segments. I did this mainly to have full control over …