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skitt2501

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skitt2501
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  • For someone who is not great at scripting, I assume the best way to set up the Input: Simulate Input custom action would be to take the relevant "simulate input" chunks of the menu script and put them into a custom action template?  Or per…
  • One more thing- when running trigger interactions directly from asset-based actionlists there is no longer an option to define parameters if the actionlist has parameters. Is that something that can be added?
  • So would you recommend just having all of my actionlists be asset based? At least with my funky setup which seems to erase the scene based ones on occasion? 
  • So I had a thought- It looks like the trigger actionlists are gone and I need them replaced, but it seems there was no way previously to back up those actionlists (besides copy/pasting each one into an individual asset based action list). So in a fu…
  • So I figured out that the GlobalVariables.cs script should not even be present in that folder, so I removed it and the game mode runs as it should.  I also did as you suggested and created a new project with a brand new AC install and just my own as…
  • Whoops, looks like that error wasn't causing the compiler problem, this was another error: Assets/AdventureCreator/Scripts/Variables/GlobalVariables.cs(19,22): error CS0101: The namespace `AC' already contains a definition for `GlobalVariables' The …
  • Selecting the trigger/hotspot does in fact select the prefab in the logic folder, but it still does not show the labels. Furthermore, I reimported AC and the labels still did not show up, and I got this error:  MissingReferenceException: The object …
  • I actually made sure not to save because I was curious if I could close Unity and reopen it to get the actionlists back, but I tried that and it did not work. Also should the trigger/hotspot labels still show up in the scene view as they always have…
  • I was getting errors with "is trigger " checked without convex checked... are these errors acceptable to have at this point? Also after I checked convex, I noticed I cannot check "is trigger" again without convex... I am not curr…
  • I think I had this problem after one of the updates- not sure which. Basically there was a change in the menu manager which made the speaker graphic a "graphic" element instead of a "label" element, so the pre-existing portait &q…
  • So I tried changing the "Click Delay" to various lower values, starting with 0.2, 0.1, then 0.01, then 1E-6 and even 1E-11, but this problem persists regardless of the click delay value. I did a few experiments though: I tried removing the…
  • Thanks, I'll see if I can work with that!
  • Good point, I guess that should work pretty well. Thanks.
  • Ah yeah, that looks like the same bug. I guess the problem is with the "serializer" and "remember" scripts.
  • Also I should mention that either updated from 1.41a to 1.42 or Unity 4.6.1 to 4.6.2f1 has altered my NavMesh segments so that the mesh collider components act as actual colliders instead of trigger colliders. I had to tick the "Is trigger"…
  • I am triggering the actionlist through a "run cutscene" function at the end of another action in another actionlist.
  • Thanks, as always!
  • I think we might have a misunderstanding (and this might warrant an entirely new post). I wasn't having any problems selecting the inventory items, as I was just using the standard "pointer" cursor which appears in menus to do that. What I…
  • I updated to 1.41a, and I'm looking through the upgrade notes and the new features in the settings and inventory managers, but I don't see any solution to my above issue. Did you add a fix? Again, just to reiterate, my game settings are "Choos…
  • There's a hint button on the interaction bar if you care to use it! I'm glad you like this demo, let me know if you have any critiques or run into any bugs!
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