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tdcpresents

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tdcpresents
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  • Hey Chris! I realize I never responded to this once I got it working--apologies! Changing the audio file settings to load in the background helped me get 99% of the way there, and fiddling with timing for when the audio files play in my actionlists …
  • Aha! Adding a "Reset" trigger parameter and then hooking that into the animator controller appears to have resolved the issue--with a little bit of fiddling to remove any automatic transitions between the two states. Thank you, Chris!
  • Thanks for the response, Chris! It looks like the "Remember Animator" component was already on the character, so that doesn't seem to solve it. I also tried Character>Animate>Play Custom on load to try and kick the character back in…
  • That did it!! Thank you so much, Chris! It works precisely as intended! :)
  • Hi Chris, thanks for putting this together! I subbed out the script in my scene and gave it a go. Unfortunately for whatever reason, it's still prioritizing the default "use" action on the inventory item in the Inventory menu. When I remo…
  • Gotcha. I'll DM you a Dropbox link to a .zip of the project that you can take a look at. Thanks, Chris!
  • Yeah, I'm not sure what's different between your test project and mine, Chris--but I can't seem to get the AutoUse script to fire without the GetLastOrActiveHotspot change and if the item's generic "use" action is removed. No idea what's g…
  • Thanks for the consideration, Chris! I'll chat with some more experienced Unity devs that I know and see how easy it might be to implement the suggested behavior in the meantime.
  • Interesting... I'll fiddle around with it again and see if I'm doing something wrong. For the life of me I couldn't get that unmodified script to work on my end. Re: the Use Interactions, that's precisely the intent yeah. The separation allows for …
  • I've experimented a bit with the larger hotspot detector, yeah! Unfortunately it doesn't really work at scale because of how often I'm pushing in and out of my scenes, which would require constantly adjusting the size of the detector. I was hoping …
  • (Quote) Interesting--in that case, you'll probably want to take a look at my settings and see if there's something else afoot. Here's my Interface and Inventory Settings layout: https://dropbox.com/s/8fwsrq92rvut06r/Interface_Inventory.jpg?dl=0 He…
  • That did in fact work! However, there are some unfortunate caveats to the functionality as it is now: I had to remove the item's generic Use interaction to do so, which feels a bit clunky, not having an interact available unless you're near a hotsp…
  • Happy New Year, Chris! Thanks for helping me figure this out. I'm not sure what the issue here could be, so I put together a quick video with my setup so you can see if I've got anything laid out incorrectly: https://dropbox.com/s/s7s4m7mwqfp6034/I…
  • Quick update: The "Unhandled Inventory Interactions" seem to work on the hotspot with this script, but I can't get specific item interactions to function.
  • Thank you, Chris--that ability to switch to direct control will be super helpful going forward. I went ahead and attached your script to an empty GameObject in the scene, but I still can't quite seem to get it working as intended. As before, the Us…
  • Another follow-up! I built out the same menu using AC instead of Unity and was able to get general purpose use/examine interactions working, and control returns to the menu properly after a dialogue pop-up. However, I still can't seem to figure out…
  • Oh, excellent! I'll give this script a try. What object(s) should I be attaching this script to? (Quote) I'm using Unity UI right now, basically a carbon copy of the element you built in your first-person tutorial (with a canvas element and buttons…
  • Hi Chris, sorry for the delayed response! Yeah, I'm using AC for everything. I've never exported a .unitypackage before, so if you could let me know how to do that I can try to compile that for you. I'm still having issues replicating the bug or un…
  • Hi Chris, the dialogue lines don't use any rich text or special tokens--as far as I can tell there's nothing about these specific lines of dialogue that make them any different from any other. I updated Adventure Creator to 1.75.8 and the bug is st…
  • Hi Chris, thanks for the response! I was testing it on a number of different machines--but as it turns out, all of them had old save data from testing I'd done last year, which was throwing me off. I finally managed to find a new PC with no test hi…
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