One thing though... I realized that when I use an item or give it to someone (meaning: when this item disappears from my inventory), it's still displayed in the "Last Inventory Additions" container.
The strange thing is that they don't rot…
Thanks for your help.
Now I understood why you suggested to use a Container.
Regarding your question "In what order are they displayed?".
They are displayed in order of addition (as said on the first message, I don't have the "add on…
Thanks for your hints! Ok, so...
I think I've done what you suggested (with some changes which I'll explain soon), but I can't make it work.
So, first of all, my container is displayed in a menu which I've already created (it's called "Summary…
Ok with this approach the "threshold" works better. However, I still cannot return the player to walk after it started running.
Meaning: I move my mouse to the Run threshold, my player starts to run, I keep holding down the mouse button an…
All right, I've made some tests...
The TriggerForceRelease.cs seems to work.
The ScreenBasedRunThreshold.cs not really.
Not sure if I'm doing something wrong or what... But basically if I click and hold, and drag the mouse away from my player, it ac…
And a couple more things which are not tuned perfectly...
* Apparently if I hold to run around, and move the cursor over a hotspot, then keep holding and running, when my character stops, it launches the previously "hovered" hotspot inter…
I shared the Movement Settings at the end of my first post.
One more thing... I noticed that I cannot return to "walk" if I drag the mouse away from player (it starts to run) and then going back closer to it (it still runs).
UPDATE:
I've found where the problem was...
In the "Game Engine / Player Input" I had for some reasons "Mouse Mid Button" as "Drag Override Input"... (maybe for something related with camera spinning?) So basically the …
Bringing back this topic...
For some reasons the "OnMouseOverMenu" doesn't work on my case when I'm directly navigating a special inventory (via GamePad or Keyboard keys).
So I wonder if it's possible via custom script to get the item of …
Hello @juanelo_dev
I've wrote my own scripts to translate Inventory and Hotspots, but they aren't very elegant. They are the ones I posted initially, but I paste them here again with some more explanation. For instance, for the hotspots I do someth…
UPDATE:
I wrote this custom action and it seems to work... So I guess if an action is running in background it doesn't count as GameState.CutScene.
Please let me know if it makes sense.
GAME STATE CHECKER CUSTOM ACTION
Thank you Chris.
After many attempts I've found out the issue was with another script I had that was adjusting the ratio... I removed it and AC alone is now handling it perfectly.
Thanks, and what about the first part of my thread... I mean, calling a refresh of the aspect ratio of the Game Camera? Is there a way to call that too just to be sure? Or that is also refreshed with the event OnUpdatePlayableScreenArea?
UPDATE: Ap…
UPDATE:
Apparently the problem is not with the Game Camera, which is correctly working also after loading, but with the various AC Menu UI (they are all Unity Prefabs).
So the AC Menu UIs change properly the aspect ratio if I do from Main Menu Optio…