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Player Vicinity - Hotspots connected to Inventory Visibility?

Hi,

This is my first entry – so hi there, I'm a
developer from Germany and this addon is very cool!

I've got a problem with the visibility of the Hotspots
by the “HotspotDetector” of the Player. When the player gets near enough the
hotspot-Icons not appear until I move the mouse over the inventory! Very Strange!

It seems, that there is a wrong
connection between the visibility of the Inventory and the Hotspots by the
Detector. Maybe I do something completely wrong... 

I hope I have told
my problem properly enough – maybe there is something lost in translation, so
ask. ;-)

Greetings Ley

Comments

  • Welcome @Leycarno,

    Have you modified the default menu at all?

    Try recreating the problem in the 3D Demo - that game's player prefab, Tin Pot, has a Hotspot Detector attached, so that's a good way of knowing the best practices.
  • Hi, i´m working
    in a 2D Graphic adventure for android. I have the same issue. The
    shine appear when you mouse over, out of the game screen too. i have
    not worked with menu yet.

    I,m looking for
    a tipe of navigation like “Valiant Hearts” movile version. It
    works like this: When the main character is near a hotspot, a icon
    appear on the hotspot and you can interact with it. In other
    Discussions
    http://www.adventurecreator.org/forum/discussion/382/hotspot-interaction-vicinity-problem
    ThisIsSparta is asking for a similar example.

    I´m trying this
    with the Player Vicinity but its not working. Despite that my proyect
    is for mobile, i,m working in a prototipe with Input method Mouse and
    Keyboard, Movement method: Point and click.

    When i work in
    Mouse Over, everything is right. Mouse over hotspot shine and show
    icon, ok. When i change to player vicinity I interact with the
    hotspot when the circle collider is touching the hotspot, ok. But the
    shine and the icon no appear. Only when mouse over the inventory or
    mouse over out of the game screen.



    Unity 5.5.1f1
    Adventure creator 1.55c

  • Welcome to the community, @Ignacio.

    I believe I've managed to recreate your issue, and will issue a fix in the upcoming v1.56 release.
  • Thanks, with the new
    version 1.56 The issue is solved. But i have new problems.

    This are my
    properties. Player Vicinity. Hotspot icons only when highlighting.
    But i only want the icon, i don´t want the highlight. So i have a
    transparent sprite with the highlight component. This works to me.

    This are my
    problems

    • First “problem”
      the collider of the hotspot detector interfere with the hotspot.http://imgur.com/Thxet3W
      http://imgur.com/FYk9kj7
      When the hotspot detector touch the hotspot, you only
      can interac with the hotspot zone out of the hotspot detector. I
      don´t know if is a bug but i have solve it putting the hotspot
      detector in a ignore raycast layer.
    • In touch screen
      method. When the hotspot detector touch for first time the hotspot,
      the highlight and the icon are not showed. But if i move a bit the
      character, all work fine.http://imgur.com/4xEjL2Q
      http://imgur.com/yd84aQN

    • In touch screen
      method and Mouse and keyboard, the hotspot ignore the touch and the
      clicks over it. If i want to move the character near a place and i
      touch or click in a graphic that is covered with a hotspot (in this
      case the well), the character don´t move. I don´t want that the
      character interact with the hotspot. I want that the character move
      close to the place i touch (i don´t need "move to point"
      yet). Then the vicinity activate the cursor and the hotspot. And if
      the user clicks or touchs the hotspot then move to point and run the
      interactions.http://imgur.com/y5uuIUZ

    Sorry for my english

    :-@
  • edited March 2017


  • edited March 2017
    Issue 1:
    It's not a bug, but a conflict that can arise if you place both on the same layer.  Moving the detector to Ignore Raycast was the correct solution - I'll add a warning message if this occurs in the future.

    Issue 2:
    Recreated, I'll look into it.

    Issue 3:
    This is also not technically a bug, but I agree it should work in the manner you suggest.  I'll work on it for the next release.
  • @Ignacio: v1.56b fixes both issues 2 & 3 - the latter is by placing
    "distant" hotspots on a new layer, though the installer window will
    prompt you to generate it automatically upon upgrading.
  • edited March 2017

    @ChrisIceBox I don,t
    understand you explanation but all work fine now. I only upgrade
    v1.56b and click ok in the window you say. For me the main issue is
    solved. Thanks for the amazing work.

    Only one
    observation. Maybe its not the correct discussion but is relative to
    the icon display.

    My icon hotspots
    is a Bubble that point the object and the action you can do on it.
    The icon appear close to the objects but not on the objects. This
    means i need a lot of control to show the icon exactly the place i
    want.

    When i use a box
    collider to define the hotspot area, the icon appear relative to the
    center of the hotspot. But if i change the collider to poligon, the
    icon appear relative to the transform. is this a bug? for my is
    perfect. With the poligon collider i have more freedom than with the
    offset parameter in the cursor manager. The gizmo in scene show me
    where the icon is gona appear and i can display the icon wherever i
    want indepenly from the hostpot.

    But for example
    i can´t use this “method” with NPC because the transform is with
    a sprite. This is not a big problem to me i still can use the offset
    parameter in the cursor manager. Its only a observation.

    Thanks again.

  • In the Hotspot's Inspector, see the Centre point (override) field - that allows you to control the position of any related icons etc directly, as opposed to having AC do so automatically.
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