Hello, I've run into another issue with custom scenario.
Is there a way to stop the pause menu from deselecting the currently selected item?
Or I guess for a cursor to work properly, I'd need to remember the selected item before the pause menu ope…
Hey, Something strange is happening with that code.
So here is my setup. Int A/B have defaults, I tried with and without "Mouse clicks have default functionality"
and I tried this code:
(Image)
What happens is if I have mouse over hots…
Hey,
What I have done is I returned the A/B interactions to default values (LMB = A, RMB = B ). As this approach seems to break the least amount of things.
I was able to get Inventory working like I wanted with Custom Inventory Script You shared.
…
Hey, I have not moved to custom event system yet.
I updated the adventure creator. (Though I did not delete folder of the old version before importing new one)
I switched to 2d demo menu manager and then pointed it to Unity UI from ACFolder/UI
and…
Hey, thank you! I will try your suggestions.
Nevermind about the guitar. I accidentally posted extra entry :D
One question about overriding the input system, won't that make all the buttons submit on right click? Not just inventory?
Thanks!
About Inventory, I meant something different. Let's say I selected item in inventory, and it's now set as "Selected Item" that I can use with hotspots:
(Image)
So, now let's say if I used mousewheel the "Selected Item"…
Hey, thanks!
This seemed to do the trick. I'm moving character on Navmesh with gamepad axis directions and cycling through hostpots based on proximity.
For a 2.5D game with uneven walk mesh looks like this is a good solution.
Thanks! That worked for hotpot selection, but it does not "Select" a hotspot so highlight system can work. What is the best way to make hotspot selected as well? I tried using
if (KickStarter.player.hotspotDetector.GetSelected…
Awesome!
I'm encountering a strange problem. Whenever I change the build target or build the game, the Adventure Creator ignores my custom Event System Prefab and spawns default one. If I just restart the Unity Engine, the prefab is spawned correct…
Ah sorry, yeah that is what I meant:
"the material highlight to show up as normal (i.e. when hovering the
mouse over a Hotspot), and only have the icons themselves show up with a
manual input"