Would it be feasible to have a different raycast for checking if a hotspot is within the interactable distance? As distinct from the hotspot raycast which seems to be also used to determine the visibility of icons.
Hi Chris. Thanks for your reply. I gave that a shot however I'm finding that in order to make the detection radius work as expected I have to set the hotspot ray length to a large number. If I use a small ray length the icons appear even when I am o…
I figured out that my second issue was caused by my hotspot ray length being too small. After I increased the ray length that caused the icons to be correctly hidden behind colliders.
I assume then that the distance that I can interact with hotspot…
I've also been getting this error intermittently. I have been ignoring it for a while but I am seeing it more often now. I haven't noticed any ill effects but it is a little concerning since it is a red error:
Resolve of invalid GC handle. The hand…
Hi Chris, Sorry for the slow reply. I was away from this project for a bit. I've actually just gone through the proximity light tutorial again on a totally different Unity project and I've gotten the same error. The light prefab works fine but I get…
Before continuing to work with my own prefab, I decided to follow along with your tutorial. I have reproduced your proximity light with ease and it works correctly as a prefab however I have noticed that every time I walk in or out of the trigger I …
I haven't tested this yet but wouldn't checking Hide cursor when locked in screen's centre? prevent the cursor from appearing over hotspots? That wouldn't work for my purposes because, while I am using a minimal crosshair when the cursor is locked, …
That fixed it. I feel a little dumb for not figuring that out myself. All is working fine now.
For people making first-person games, the ability to set a locked cursor as distinct from the main cursor could be a useful feature to have in the game…
I figured out how to add other menus to your InventoryCursor script. Not sure if this is the best way to do it but it works. I could probably simplify things with a script like:
On cursor lock replace with custom cursor.
On cursor unlock revert to …
Maybe I didn't think this through completely because I have another issue. When I use other in-game menus the game uses the main cursor icon rather than my inventory pointer. I guess what I really wanted was a dot crosshair when the cursor is locked…
Thank you. This is very helpful. I was able to get exactly the functionality that I wanted. There is one small issue with the InventoryCursor script. It works perfectly when I test the game but when I stop the game, the main cursor (normalIcon) inhe…
Thanks so much. You are a legend. I ended up doing it with triggers attached to either side the door which toggle the bool. I couldn't be happier with how the doors are working now.
I guess I better get off my lazy butt and go make a five star revie…
Sorry if this is more of a Unity question. I just thought that since my door logic is based on an AC action list, it would be great if there were a solution that somehow integrated with that.
Hi Chris. Thank you for your prompt reply and thank you for the excellent asset. I am already getting excited by the possibilities.
I tried the attached script and it had the desired effect while jumping however it has caused a detrimental effect t…