Forum rules - please read before posting.

sicga123

About

Username
sicga123
Joined
Visits
151
Last Active
Roles
Member

Comments

  • Hi DavidI added another section to my original post that included putting in the usual option to continue into the .cs, basically this :AfterRunningOption ();   It gets inserted in part 2  on the line below the piece that starts 'myActivate =  ' Did…
  • Okay, to be honest I haven't delved into AC that much. If you could post a screenshot of the inventory manager and the actionlist that uses these actions possibly I can spot something. Is it possible to post images here? I don't know I'm an infreque…
  • Hi David, What version of Unity are you using? Is it windows or mac? When you state 'newly created asset' do you mean or are instantiating an object at runtime or do you mean the object is in the scene but just switched off and it gets loaded along …
  • Hi David, I just tested both thse actions in the AC demo scene - the basement - first in play mode then in build, I had no problem. it built and ran and didn't crash. I assume you've done the following steps but I will state them here just in case: …
  • Hi David, I haven't tested it to any great degree, I'll put up a new project and see if I can build a demo scene with a couple of things to test and see what happens. I need to use this as well so I'll try and figure it out.I'll do it as soon as I c…
  • Hi Chris,Sorry about the delay in answering your comment. I think  you've probably solved the problem by simlply stating that. I'll dig further but I'm actually using an asset called Easy Voice to produce dialogue within Unity so no doubt it is a bu…
  • @David - sorry I don't come here often. Basically just replace the word myActivate to myDeactivate. Then change where myDeactivate.SetActive(true)   to myDeactivate.SetActive(false); That should do it.
  • Thanks, Chris, much appreciated. I'll start tinkering this weekend.
  • Sorry about the late reply. Yes, I would like it integrated with that action, however, I'll try to do it myself at first now I know what I should be looking for, but any other pointers I need along the way would be greatly appreciated. To be honest …
  • @David, I forgot to put the AfterRunningOption ();   in. It gets inserted in part 2  on the line below the piece that starts 'myActivate =  ' It puts in the continue or stop after running option.
  • The above should be pasted into an action template.csAs far as I am aware it works but I haven't tested it fully. It does load into the actions list, however, maybe @Chris would be kind enough to look it over as there may be some quirks in AC I'm no…
  • //part 2 activate game object #if UNITY_EDITOR override public void ShowGUI () { myActivate = (GameObject) EditorGUILayout.ObjectField ("Object to activate:", myActivate, typeof (GameObject), true); } override public string SetLabel (…
  • //Part 1 activate game object actionusing UnityEngine;using System.Collections; #if UNITY_EDITORusing UnityEditor;#endif namespace AC{[System.Serializable]public class ActionMyActivate : Action{ public GameObject myActivate; public ActionMyActiva…
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.