Sorry Chris,
My bad, i have posted the wrong code.
using UnityEngine;using AC;public class HotspotMenuLocker : MonoBehaviour{ private void OnEnable() { EventManager.OnHotspotSelect += OnSelect; } private void OnDisable() { EventManager.OnHots…
Hello Chris,
I should have mentioned this project uses direct control, but it will also support mouse and keyboard in the future.
To answer your question:
* Navigation hotspots trigger an action list or a cutscene associated;
* EverydayHotspots op…
It's a side scroller 3d.
Not using any timeline, simply just switching to a different camera using AC Action Lists.
Engine/Wait= -1 seemed to have worked.
I will update this thread as i dig deeper, as you have also suggested.
Thanks for your help…
I am only reopening this thread because the following questions are related to it and opening a new thread would have been overkill. Happy to do it if advised otherwise.
The following scenarios are happening when using the script shared by Chris (y…
It appeared to be a bug with Unity, in fact the OverflowStack issue disappeared after restarting.
Thanks for the incredible help Chris, the last version of the script you have shared works!
Thanks for the update Chris,
However the latest script generates a series of StackOverflowExceptions.
I have managed to achieve the expected behaviour with a combination of custom actions and parameters, it's not ideal but I will stick to it so i c…
Hello Chris,
Not sure that does what i meant.
My issue is that the Interactions Menu won't reappear after the interaction has been executed.
The latest script you have shared seems to only trigger the interaction menu after the cut-scene on the Ho…
Update...
For some reason, after selecting an interaction, the interaction menu automatically closes, even if CloseInteractionsWith is set to: ViaScriptOnly.
I have also tested all other options, (cursor leaves menu, cursor leaves hotspot or menu,…
Thank you Chris,
That is exactly what i wanted to achieve.
I think i can also extend the script you have shared so to run a "post-interactions" cut-scene which is unique to the ActiveHotspot.
Thanks a lot for your help, much appreciated!
Hello Chris,
Ideally i would like to run an ActionList, so that i have access to AC's actions.
In this specific case i would like to swap to a different camera but it can really be anything, reason why the AL solution would be desired.
Isn't it p…
Hey Chris,
I think i have identified the issue, you have mentioned the solution in your previous response.
Basically i was using the existing "Use" menu rather than creating a custom one and completely disregard the existing ones. Once i …
Hello Chris,
Auto-hide interactions icons was already active and i have also set the correct input name and not the input key (InteractionA, InteractionB, InteractionC and InteractionD, which are correctly set up in the Input Manager).
I can't post…
Hello Chris,
I have already done that, however i think the concept of hotspot detection is a bit confusing at the moment, at least in the context of what i am trying to achieve.
The "hotspot detector" should only detect the hotspot (and s…
Is it possible to set a hotspot ray length that is relative to the player position instead?
For example, as a character walks across the screen (left to right), certain hotspot icons (not the interactions icons) will become visible only if the play…
Update:
I have opened the 3d demo (Basement) and used whatever settings manager were associated with that demo on my debug level, the issue is still there (even though the same settings work in the demo).
I am assuming the issue/bug is at the hotsp…
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There were around 25.
Most of them are versioned, but it's little tweaks i have made here and there that aren't.
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That is exactly what i meant, i had one script referencing to another, which was missing at the moment i imported the c…
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Yes it is set to Force Text, but most if not all descriptions are blank.
I have attached the txt file below:
https://drive.google.com/open?id=1xsY9Nn33v0Xxuf6bdcrqjTutymArpZ-c
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Unity 2018.4.0f1 (64-bit)
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Correct
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I have only saved after i have solved the compiling errors, as everything seemed fine.
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Yes, only related to Action Lists in the scene.
However i have also noticed a few Action Lis…
Hello Chris,
I was able to replicate the issue following these steps:
* Create a blank project and import AC 1.69.5 (i was on 1.67.5 when it first happened);
* Create a new AC Hierarchy "with folders", dock AC Game Editor panel around;
…