Thanks, Chris!
Also, just in case anyone is curious, I figured out a way to use the space button to cycle cursors- in the playercursor.cs script, after line 145, add-
else if (stateHandler.gameState == GameState.Normal && settingsManager.in…
The interaction but I described gave me an idea-
Normally in choose interaction then hotspot mode, the cursors cycle with a right click. I notice that this is done via the playercursor.cs script here :
if (stateHandler.gameState == GameState.Normal…
1) You can make a day and night system by setting up a timer. This is the way I did it:
When the scene start cutscene runs, you can have it finish by running a new cutscene which runs in the background, which I call "timer", where the firs…
Looks like there is a big issue with variables in this update! I'm getting several errors when trying to start any scene:
The class defined in script file named 'RuntimeVariables' does not match the file name!UnityEngine.Resources:Load(String)KickSt…
I guess I don't really know how to narrow the problem down, so it will have to be the entire assets folder. I'll send you a download link to the zipped assets folder when it finishes uploading.
It seems to me that he wants a "pressed button" function, where if you toggle a button, it appears as "pressed" after clicking.
I think we can already do that with actionlists though. Just hide the previous "unpressed"…
Yes, the first part. In reference to the second part, there is an unhandled interaction slot where you can run an inv action list when the inventory item is clicked on an unsupported hotspot. I presume this is the way around your issue.
If you are u…
You can already do that for labels- see this tutorial: http://www.iceboxstudios.co.uk/adventure-creator/tutorials/letting-player-enter-their-name
In a label's properties, change "label type" to variable and set the string variable which th…
1- I am using navmesh segments which I have baked into a navmesh, with no terrain navmesh. Here is a shot of what it looks like so far: https://farm8.staticflickr.com/7350/13951034158_7504e7decf_o.png
I intend to add on quite a bit to it throughout …
Thanks, but that did not seem to work. The player prefab is still not being created when restarting the game. Is there any more information you think I should give you? Any other ideas?
Okay so after some more testing, I'm not sure it has to do with rigidbodies after all. This happens in two scenes at three times in those two scenes, I'll describe the problem a bit better:
1) Scene 1: it only happens when the player clicks on the s…
Thinking about it some more, is there a way to turn off all debug logging for a game build? I figure that unless I'm building a development build, the output log is nothing but a drain on processing power.
That would be great, thanks. My gut tells me that is the problem, mainly because this is occurring in builds and not the game engine, where it sends out error reports to the log in a different way.
Weird, this is one of the few problems that I can consistently recreate.
Scene 0 does have the GameEngine prefab, yes. But it is not generating the player prefab. And I checked restarting to a different scene, and the same thing happens. Scene 1 is…