Thank you Chris,
it works! I've realized that there's a lot of small tinkering that needs to be done on the objectives side (not only the inventory), but this is a HUGE step in the development. Thank you very much!
Willy
Hi Chris,
for the time being yes, each "memory" has its own single scene (and we can take it as a constraint from now on, if it solves our problem with replaying them).
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I've tried switching to the target scene and immediately call…
Hi Chris,
no, I'm not getting any message in the console, apart from the comments that I've put in the ActionListEditor. The animator gets the correct animation run, but instead of seeing the blue bar of the elapsed time within the "On" an…
uhm, I disable the Menu system because I don't want to manually lock every menu during the intro, like the pause menu and the InGame menu. I can try moving the menu to a prefab and make it get the mainCamera on the first OnEnable, I'll give it a sho…
Sorry Chris,
I forgot to mention. I'm using Unity 2020.2.0f and AC version 1.72.4.
Reverting the InGame menu's Source to Adventure Creator does, in fact, cause it to behave correctly.
Hi Chris,
I'll answer your questions right away:
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the scene switching is made by asynchronously loading a "Loading" scene in simple mode, and then the real scene we want to load in Additive mode. As soon as the loading of the real …
Ok, I might have found the problem: on the GameEngine gameobject I did add the ACQuestSystem script, which in its initialization is taken in the DontDestroyOnLoad. This was probably the reason why the GameEngine was being removed from my hierarchy. …
Hi Chris,
yes, as in "the AC Debug Window no longer shows". As per your questions, I've noticed that my GameEngine GameObject isn't present whenever I switch scenes.
I don't understand what do you mean with the question on the main Camera…
Hi Chris,
sorry for being late in my response, and happy new year!. I've managed to fix all the problems on the inventory in the meantime, and I thank you again for your support. As usual, your code does give me insight on some aspects of your tool …
Thank you for your suggestion on the UI_InventorySlot code, I'll change it right away.
Here are my current settings (set aside the fact that the Inventory Interaction Menu appear type is set as Manual, instead of "ON INTERACTION" like in …
Good Morning Chris :smile:
here's my mockup screen (due to NDA, I can't share real images, which is a hassle, but please bear with me) : https://imgur.com/a/ftwNpac
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Yes, it's a regular Inventory menu.
As you can see, the blur panel is jus…
Hi Chris,
just a quick update: I've succeeded in making my inventory behave as intended up to point 2 of my original list. What happens, though, is that if I don't select any interaction and hover on another slot of my inventory box the interaction …
Hello Chris,
and first of all thank you for your support. As per my frustration, it's not your fault, it's just my temper I guess.
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Actually, I think that my needs have more resemblance on scenario 2, since I'd like to keep the inventory men…