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Invector controller and hotspot interaction

I've been working on a project that uses the Invector shooter controller as means for motion. This is what I envision: The left and right mouse buttons are reserved for combat, so I was hoping to use player vicinity for hotspot detection and the E key for interaction (just simple examine or use). You would walk up to the object which would activate it's hotspot and hit the E key to interact. I have set player vicinity and interaction context sensitive. I'm not 100% sure how to override the mouse interaction with the E key, still working on that. The player is setup correctly as far as I can tell with a hotspot detector and collider set to trigger. When my character moves to (or even INTO) a hotspot, nothing happens. At first I thought it was a layers issue, but they seem to be set properly. Then I thought it was Invector, so I replaced the character with Tin Pot and still no good. Am I thinking this approach out correctly? Is there anyone here who has gotten this to work successfully?

Comments

  • edited January 2021

    The approach sounds fine - and it's a good idea to test with AC's own Demo player when having an issue like this.

    To rely purely on a keyboard press for interaction, uncheck Mouse clicks have default functionality? in the Settings Manager, and map an input named "InteractionA" to the E key in Unity's Input Manager.

    Double-check on your end, but Tin Pot should already be equipped with a Hotspot Detector child, so he should be good to work with Player Vicinity mode automatically.

    Check that you've set up your Settings Manager in the manner covered by this tutorial - though you can ignore the mention of "cycling" Hotspots if only the nearest Hotspot is to be interactive. If all looks good, please share some screenshots of your Settings Manager as well as a typical Hotspot, and I'll try to spot where the issue lies.

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