Hi Chris, so this is still happening with some inventory items, however others are fine. I even rebuilt one and it still happened. It is not affected by position in the inventory either. Identical settings.
Please see video of cursor animator to an…
So as the game plays out, 60 % in to the game, the player starts getting stuck more and more in nav meshes that previosuly would not have been a problem, and by stuck I mean, snimating left position and right position over and over until I click els…
Thanks, yes, you are correct, and I did try and teach it to help me and guide me, as a starting point. Feeding it the correct info etc. But anyhow, you are correct. PS with some pointers and explanation through tutorials I have managed to get some g…
Thanks, here is the code as a custom action list for anyone interested in using it:
using UnityEngine;using UnityEditor;using AC;[System.Serializable]public class ToggleCursorOptionsAction : Action{ public bool enableCursorOptions = true; pub…
Got this to work
using UnityEngine;using AC;using System.Linq;public class CursorManagerController : MonoBehaviour{ void Start() { // Get reference to the Cursor Manager CursorManager cursorManager = KickStarter.cursorManager; …
So, i tried this script, but not all cursors are off, look, use etc are still visible
>! using UnityEngine;using AC;public class CursorManagerController : MonoBehaviour{ void Start() { // Get reference to the Cursor Manager C…
You can see the hierarchy in play mode here:
https://www.dropbox.com/scl/fi/l0fnppse58k6bswkmemt6/OddHole.png?rlkey=tvnf7282wlx5yt79wfy25usy6&dl=0
it is defo on the main Nav mesh and not the hole itself, And does not appear in edit mode, only …
You can see here that there is nothing there in my nav mesh hole
https://www.dropbox.com/scl/fi/794mtyfvszeicrmy9pru7/NavMesh.png?rlkey=u7j29e7g6im257kzizp1tm8j1&dl=0
This is the Inspector of the menu.
https://www.dropbox.com/scl/fi/mmf28iqvdzhhrytft37kt/InGameMenu.png?rlkey=g9tgpsz6huqr67r3zxv5rkxdx&dl=0
The action on and off are just setting that the ingame menu variable is set to on and off
Ok, I can't seem to do it within my OnStart though, Ideally every scene would save on start, If I include the Save: Save or load Action in my OnStart it never works due to the Save: Save or load Action rules.