100%. One of my first thoughts upon hearing the news was about Adventure Creator and what it would mean for awesome devs like Chris as well the vibrant communities and projects they enable. So I came here to see if there was any chatter.
Thanks, …
@ChrisIceBox Just wanted to say thanks specifically for the improvements to the Actionlist Editor, massive QOL upgrade. It's basically a joy to use now.
Hey there! I'm pretty sure the problem is that you're using the Main Camera, instead of adding a new GameCamera to your scene. The Main Camera isn't really supposed to be moved around, it basically manages the other cameras.
The GameCamera 2D has a…
Chris, you must be right. I created a full screen menu with a full-screen panel and one element - a full-screen transparent button. The button is intended to be clickable because it runs an actionlist that exits the closeup.
I reduced the size of t…
So, does this mean that if I have an invisible close/back button Menu (rendered with Unity UI) that spans the entire screen, there's no way to have a hotspot label (source AC) show up too?
In other words, a Use interaction Camera: Switches to a clo…
This is exactly what I wanted, thanks! Much simpler.
For clarity for anyone else interested - I wanted the InGame Menu to be 'part' of my Inventory, which appears on Mouse Over, for a minimal UI design.
So when I Mouse Over the Inventory, it bring…
Brilliant, as always, and thanks for the clear explanation. Man, AC is the best B) Works perfectly, and good to know about Pop Up variables for states.
Weird. Drag and drop works as expected if I use the default AC inventory, so maybe there's something up with my custom Unity UI one. Thanks, Chris, but I don't want to waste your time with that, as curious as I am to know what's up. I'll work around…
Blah, okay so I'm a little late to this party, but I'm having a similar problem.
I've got a separate scene for my inventory, so I've decided to preserve the player position per this discussion. by using Player: Switch and a dummy player prefab.
H…
Chris, you're absolutely right. No idea how I missed that. The actionlist runs when I mouse over any hotspot after dropping it, but not when I mouse over the inventory or another inventory item actually.
No, unchecking "Clicking an item withou…
@ChrisIceBox Is this still the case for independent character portrait positions (e.g. main on the left, npc on the right)? Would you still advise approaching this with lock/unlock menus?
Oh, and re: modding the AC default, that's something I want to try. But when I change the source from Adventure Creator to Unity UI Prefab, it just disappears from my Game window. How can I access the prefab to modify it?
"Bear in mind that AC…
I've followed the tutorial (several times) and now I got the Carry on Start item to show in both inventories. However, the individual slots in the new Inventory aren't visible (which I'm starting to suspect they aren't supposed to be). Couple questi…
Alright, so, same principle but with Inventories:
I made a custom Unity UI Inventory menu (Inventory_New) and I** started game locked off** with the original Inventory, but when I add an item to Inventory and click yes, Carry on start? it doesn't a…
Well, actually, I've no idea why, but everything is working now. I deleted and rebuilt the inside scene and didn't mess around with the camera rects this time. Still getting an unsaved NavCam warning though...?
To achieve the continuous background,…
Hmm, curiouser and curiouser.
* _GameCamers folders in both scenes are at the origin.
* Force aspect ratio remains unchecked.
I experimented a bit as you suggested and documented the results here.
The link also contains Inspector and Settings Man…