Thanks for the response, Chris! I'll try both of these out once our Windows build is all locked down and let you know if there are any improvements. Thanks!
Hi @ChrisIceBox, thanks for the response!
I just tried a new Mac build with the "Render Border Camera" setting unchecked and unfortunately that doesn't seem to have improved the situation.
I'm currently running the most up-to-date MacOS …
Here you go!
Forcing off InventoryExit now!UnityEngine.Debug:LogWarning(Object)AC.Menu:ForceOff(Boolean) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/Menu.cs:1931)AC.PlayerMenus:ForceOffAllMenus(Boolean) (at Assets/AdventureCreator/Scripts…
Aha, good catch! I removed the Menu: Check State action from the ActionList to clear up the redundancy.
I added your bit of code to the TurnOff method at the line you asked for and recorded the following video: https://www.dropbox.com/s/t0garc77v3s…
Hm, I'm not familiar with the cs files myself, so I'm not sure what you mean by finding the TurnOff method. I haven't messed with the file prior, so if you know what line number it should be, it should be the same on my end.
So, interesting develop…
So, quick follow-up:
I implemented the menu systems using Lock/Unlock instead of Turn On/Turn Off as you recommended. This has successfully fixed the issue of the InventoryExit button remaining visible when two objects in the inventory are combined…
Hi Chris, apologies for the delayed response.
To answer your initial question, the only logic I have set for the InventoryExit button is that "InventoryExit_ExitButton_OnClick" ActionList: https://imgur.com/HtbWe8C
I've tried setting up …
Hi Chris,
I'm on Unity 2017.3.1f1 (Personal), and am running AC version 1.62.2.
Here is a screenshot of the properties of the combine action from the video: https://i.imgur.com/uUpiOoS.jpg
Here is a screenshot of the properties for the Inventory …
Aha, I do believe my underlying reason for wanting to turn off the "reset character expression" functionality wasn't properly explained:
I have the portrait and subtitle elements transition off-screen whenever a character is done speaking…
Sure thing! Sorry about that--here's an example of what I meant (and please forgive the awful temp artwork :)
https://i.imgur.com/U1yo9wO.jpg I added my player character's portraits and expression names to the PC Object, with a default portrait gra…
Aha! Thank you so much! This fixes the issue with portraits changing back to their default state during exit transitions. Though now I'm having the issue of the last-viewed character portrait being saved as the new "default" unless there i…
Hello! I'm actually running into this issue as well, so I'm guessing it hasn't made it into an update yet.
I'm a newbie at diving into the .cs files, but removing the line Chris mentioned did not fix the issue for me. It's 100% possible that I'm m…
As tends to be the case, the simplest answer appears to be the correct one -- I just set the 'return to main cam' trigger to fire on exit vs on enter, and that seems to solve the erroneous transition behavior.
As a long-overdue addendum, I love thi…
Thanks, Chris!
For now, I'd certainly be amenable to navigating the dialog with the standard "select an option via highlight and then press InteractionA" -- though the Walking Dead template manages this in a curious way from a UX perspec…
Hm... I actually tried fiddling with that earlier, but it appears to only work on hotspots before the interaction menu appears -- and when the menu appears the cursor reverts back to its default appearance (I'm using the Walking Dead template's curs…
This all works great, Chris, thank you!
Now that the dialog system is set up to work via face button presses, I have one aesthetics question regarding the cursor: is it currently possible via the AC menu/cursor manager to change the appearance of th…
And I also notice that the conversation system with this Walking Dead template doesn't seem to support the alternative input button feature either, so if I was going to do it like Telltale, with options mapped to face buttons, it'd need to use Activ…