So, I released a game using AC a few years ago (with a lot of help from Chris). I'm not planning on releasing another game on Unity but will happily re-buy AC on any platform that Chris decides on...even if I never make a game on my own again! Wit…
Thanks @shredingskin. That means a lot. This thing has occupied so much of my brain/life that I'm feeling a little lost with it being "done"! I really appreciate the note. :)
OKAY. Last video from me.
Check out this mini-documentary that we put together to wrap up our video series in honor of the version 1.5 update releasing this week! It goes into the history of Arkhangel and Winter Night Games.
Enjoy!
https://youtu…
Long time no post. Just wanted to let everyone know that the final major content update for Arkhangel is now live.
https://www.youtube.com/watch?v=buWxv1F_X5IAfter months of work, we finally have full point & click navigation in and working as…
Just a quick update on this. AC.KickStarter.settingsManager.lockCursorOnStart = true; works when switching from mouse/keyboard to game controller in the editor but not in build. Not a big deal though, because the ignoreMouseClicks bit seems to do …
Yeah man. I think this is working. I'm basically setting these when the game controller is active:
AC.PlayerMenus.GetMenuWithName ("Interaction").ignoreMouseClicks = true;
AC.KickStarter.settingsManag…
Ahhhhhhh -- I think Ignore Cursor Clicks might be the ticket. I just did a quick test and it seems to be getting me the behavior that I'm looking for. I'll set that to "true" on the most offensive menus in my script and see what that doe…
Most all of my menus are AC. There are a handful that are Unity but the main ones like the interaction ring and everything is all still AC.
When I'm in Game Controller mode, I'm using Player Vicinity by default but when I go into the close-up sect…
PS: On Unity 5.6.6f2 and AC 1.65.1. Happy to provide more screenshots/code snippets of more of my checks/switches when I go to and from game controller mode if that's helpful.
Thanks Chris. I'll take a look at this and see if I can figure out how to apply this only when I put the game into game controller mode.
When I switch over to game controller mode, I'm disabling the mouse but it seems like it's still picking up mo…
Chris = Legend.
I did get one last compiler error:
Assets/AdventureCreator/Scripts/Actions/ActionTogglePlayerRun.cs(35,5): error CS0103: The name `Debug' does not exist in the current context
I commented it out and I'm able to at least get it to …
Very cool!
I am getting some compiler errors with this action, though:
* Assets/AdventureCreator/Scripts/Actions/ActionTogglePlayerRun.cs(36,5): error CS0103: The name `LogWarning' does not exist in the current context
* Assets/AdventureCreator/Scr…
Unfortunately no. Now it seems to wait until I've reached my click point to actually toggle back to walk. It'll still toggle to run in the middle of my path but if I click it back to return to walking, the player continues to run until it reaches …
When I press the toggle button while running, it will trigger the "free" constrain and the player will stop moving. I would expect the player to keep progressing on their way but just transition back to walk.