Sorry, I thought I was limited to one inventory interaction per hotspot I realise now that I can have any number of these inventory drag and drop items with a seperate interaction for each even on a single hotspot.My only excuse is I often do this p…
I just checked the action scripts in AC. there is a script 'Invisible' which is probably used to set visibility, if not look at the 2D demo, visibility is used on the worm etc. so that should provide a decent example for what you want.
All interacti…
Hi David
Actions need to have the source for the action set in the inspector. This can be an assetList in the resources or it can be in-scene.
Would not an easier option simply be to set the object as visible or invisible and then use get component…
Hard to say. It's still not 100% clear what the problem is, and why assetlist are a must in all circumstances. If the player and the GUI start in-scene then an actionlist asset is not needed and the activate/deactivate actions will work as required.…
Hi David,Sorry I'm rarely on this forum as I'm developing alone and was spending time learning iClone and how to use PSAI.Have a look into how easy it is to change tags with AC. If it is relatively simple all you need to do for invisible weapons is …
I assume the item is attached to the player as it is supposed to be a weapon swap? I may have gotten that wrong.
So when you look at the use:sword interaction in the inspector tab, at the top is the interaction properties of the interactions script.…
Well for that particular inventory item instead of setting the use: to assetlist you set it to in-scene, then you simply use the actions as you wish. You don't throw the scripts on the player at all. I vaguely remember that the item referenced by th…
You know you can simply stick those scripts on the player which means they will be in every scene and can reference what you want without the need for an assetlist, Unity is built this way as are all the assets that plug in to it.
Hi David
Sorry I couldn't be of more help, I haven't yet dug deep into the inner workings of AC I just dip in once in awhile to make sure what I want can probably be done, so far I've just done those scripts set up hidden object games and a crude h…
The problem lies in actually activating and deactivating objects. An object deactivated in the scene does not have a listener so a send message cannot be received so setting up a send message similar to the particle switch script will not work becau…
I'm going to alter the action scripts as soon as I can. These were written not to be used in assetlists but to be used in-scene and I think that's the problem. Looking over the demo assetlists these are general actions such as sending a message and …
Hi DavidOkay, I tested it by putting the actionscripts in an assetlist and running it then. I replicated the problem by doing this. I partially solved it by changing the myActivate.SetActive(true);
to
GameObject newObject = myActivate; newObject.S…