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Version 1.75 - Bumper-bugfix edition

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  • edited June 2022

    Hi there! I've updated to 1.75.4 and now the hotspot reacts also to the RMB (and I don't want that to happen)... I don't know now if it's because of the update or because it works like this, but that happens with "Single 'Use' Interaction" hotspots only, that RMB clicks them, too and I don't want that to happen... What can I do? Thanks a lot :)

    Update: I've modified PlayerInteraction.cs on line 851 and made this:
    // Perform "Use" interaction if (KickStarter.playerInput.GetMouseState() == MouseState.RightClick) { Debug.Log("Disabling RMB in single use interaction hotspot!"); } else { ClickButton(InteractionType.Use, -1); }

    But I guess there's an easy way to do it, without changing the main source code, right? :) Please, tell me if there's a way.

  • Welcome to the community, @BreynartStudios.

    You can prevent the default right-click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager, and then bringing back the left-click behaviour by defining an input named "InteractionA" in Unity's Input Manager and mapping it to "mouse 0".

  • Thanks a lot for your answer, and for that awesomeeeee asset, Chris!

  • Version 1.75.5:

    • Added: Character Animation 3D track for Timeline - use to automatically control a character's movement speed parameters based on Timeline-controlled motion
    • Added: Ability to assign multiple Blendshapes to a Shapeable component's Shape key
    • Added: The use of Interaction icons for the cursor when over "Single 'Use' Interaction Hotspots" is now optional
    • Added: OnCameraSplitScreenStart and OnCameraSplitScreenStop events - fired when a split-screen effect begins and ends
    • Added: Improved error messaging in the event of an issue when importing a CSV file
    • Added: Parameter support for the "Engine: Play movie clip" Action's "New clip" field
    • Added: Ability to set the simulated cursor's movement speed when the "Input method" is set to "Keyboard Or Controller"
    • Added: Text added to the Speech Manager via the "Gather text" process are now detailed in the Console
    • Added: Text updated in the Speech Manager via the "Import text" process are now detailed in the Console
    • Added: Ability to define minimum and maximum alpha values for the Sprite Fader component
    • Added: The "Object: Visibility" Action can now affect Canvas Group elements
    • Added: The "Object: Check visibility" Action can now check Canvas and Canvas Group elements
    • Added: Improved warning messages for the Link Variable To Animator component
    • Added: Console warning if a save-game file viewed in the Save-game file manager contains empty Remember data
    • Added: Label text support for Unity UI-based Slider menu elements
    • Added: Ability to autosave all ActionLists at once from the Project Settings
    • Fixed: "Character: Animate" Actions for Sprites Unity-based Characters running indefinitely if the character is turning at the time
    • Fixed: Player's movement speed being reset to zero when clicking Hotspots regardless of the Interaction's "Player Action" setting
    • Fixed: Inventory properties of type Game Object and Unity Object not retaining their values
    • Fixed: Build error when using an .asmdef file in v1.75.4
    • Fixed: Inconsistencies in the order in which Actions are updated inside Unity's game loop
    • Fixed: Minor tweaks to Hotspot menu positioning when fading out
    • Fixed: Interpolation issues with the Sprite Fader component
    • Fixed: Local Player objects being removed from the scene upon calling the "Restart Game" command
    • Fixed: Toggle elements not supporting Text Mesh Pro
    • Fixed: GameCamera Third Person not having any distance from its target if its "Distance acceleration" is set to zero
    • Fixed: Inventory items not always stacking correctly when using the "Inventory: Add or remove" Action's "Set amount?" option
    • Fixed: "ActionList: Run" Action's "After running" field defaulting to "Stop" when generated through script
    • Fixed: Hotspots not being detected according to the Settings Manager's "Hotspot detection method" if "Interaction method" is set to "Custom Script"
    • Fixed: "Object: Set parent" Action's "Clear Parent" method placing the object in the DontDestroyOnLoad scene if it was previously parented to a persistent object
    • Fixed: Error when previewing Timeline Speech tracks in the Game window
    • Fixed: Timeline sequences played with the "Engine: Control Timeline" Action not evaluating the last frame correctly when skipped
    • Fixed: AC not compiling when Timeline is removed even if the ACIgnoreTimeline scripting define symbol is added to the Player Settings
    • Fixed: Not being able to undo changes made to a Shapeable component's Shape groups and keys
    • Fixed: Mixing issues when a the same Blendshape is used by multiple Shapeable groups and keys
    • Fixed: Game text sometimes being misreported as missing when starting the game in a non-default language
    • Fixed: "Object: Instantiate" Action not always working correctly when referencing Addressables
  • Yeaah another update, Chris you are a war machine! :)

  • Version 1.75.6:

    • Added: Option to prevent the Player from snapping to a Hotspot's Walk-to Marker in the event of double-clicking
    • Added: Option to GameCamera "Cursor influence" panels to smoothly reset the camera during cutscenes
    • Added: A character's available speech text tokens are now listed at the bottom of their Inspector
    • Fixed: Error message appearing when switching from a scene that contains a "GameCamera 2D Drag" camera type
    • Fixed: Hotspot raycasting not working correctly if the Interaction system is disabled on startup
    • Fixed: Global unhandled inventory combine event running if an item has a combine event defined but no ActionList
    • Fixed: Remember component "state on start" fields affecting the associated object when manually enabled
    • Fixed: Drag-and-drop inventory working in Unity UI-based menus when the item slot's Button is not Interactable
    • Fixed: Error message if the active Player is set through script to a local Player when using Player-switching
  • edited August 2022

    Thanks, updated to the latest version, no problem at the moment.
    Just one thing, I had disabled autosave in Projectsetting, but on update to the new version it re-enables it, is that correct?

  • The Project settings are stored in your ACEditorPrefs asset file, which by default is stored in the /AdventureCreator/Editor folder. If you want to retain its previous values, you can omit this file when importing package updates.

  • OK, all clear, thank you.

  • Two updates in quick succession, due to an issue with the first:

    Version 1.75.7:

    Upgrade notes:

    • The RuntimeInventory script's CraftingInvCollection has been replaced with the CraftingInvCollection[] array
    • The RuntimeInventory script's CalculateRecipe and PerformCrafting functions now require an InvCollection to source ingredients from
    • Drag-based Player movement is no longer disabled when the Interaction menu is turned on - use the "Engine: Manage systems" Action to disable Movement instead
    • Camera-dragging now requires that the drag distance relative to the screen's longest dimension exceeds the "Drag threshold" value before dragging will occur

    • Added: Ability to limit Crafting menu elements by Inventory item category

    • Added: Ability to link a Crafting Output menu element to a specific Crafting Ingredients menu element
    • Added: Ability to use multiple Crafting elements simultaneously, each working with an independent set of Inventory items
    • Added: Ability to specify which Crafting element is affected when using the "Inventory: Crafting" Action
    • Added: The ability for Triggers to restart if triggered while already running is now optional
    • Added: Option to assign a Text component to the Unity UI Cursor prefab to display the selected Inventory item's Count
    • Added: The MainCamera's rendering of borders outside the playable screen space is now optional
    • Added: The Player's ability to run backwards when using Direct or First Person movement is now optional
    • Added: The de-selection of Hotspots while the Player is drag-controlled is now optional
    • Changed: The RuntimeInventory script's CraftingInvCollection has been replaced with the CraftingInvCollection[] array
    • Changed: The RuntimeInventory script's CalculateRecipe and PerformCrafting functions now require an InvCollection to source ingredients from
    • Changed: The Inventory settings panel's "Minimum drag distance" slider has been replaced by a screen-normalised "Drag threshold" slider under Interface settings
    • Changed: Camera-dragging now requires that the drag distance relative to the screen's longest dimension exceeds the "Drag threshold" value before dragging will occur
    • Changed: Drag-based Player movement is no longer disabled when the Interaction menu is turned on - use the "Engine: Manage systems" Action to disable Movement instead
    • Fixed: Player positioning issue when generating "Player: Teleport inactive" Actions through script
    • Fixed: The Constant ID component's "Retain in prefab?" option sometimes being unclickable in Prefab Mode
    • Fixed: Removed minor warning message when building a project
    • Fixed: Input menu elements not always working with TextMeshPro
    • Fixed: OnSkipSpeech custom event not firing for speech that neither scrolls nor displays forever
    • Fixed: Unity UI Cursor not respecting the Main Cursor's "Display cursor" field
    • Fixed: Unity UI-based Inventory menus responding to right-clicks even if "Mouse clicks have default functionality?" is unchecked
    • Fixed: Selected Inventory item becoming deselected when combining with another item even if "Unhandled interactions deselect active item?" is unchecked
    • Fixed: ActionLists blocking gameplay even when they only last a single frame in v1.75.5
    • Fixed: Newly-created or pasted Actions sometimes creating wrong connections in the ActionList Editor window
    • Fixed: Drag-based Player movement possible when the Movement system has disabled
    • Fixed: Issue when generating "Inventory: Add or remove" Actions through script
    • Fixed: "Object: Teleport" Action not providing a Player dropdown list if "Is Player?" is checked and Player-switching is enabled
    • Fixed: Component variables with links not updating their linked counterpart when restoring data
    • Fixed: Remember components sometimes not correctly loading saved data when multiple Remember components are attached to the same GameObject
    • Fixed: OnChangeVolume and OnChangeSubtitles custom events not firing when Options Data is initialised
    • Fixed: Sound components not correctly playing audio on Awake at the correct volume
    • Fixed: Items sometimes not being correctly added to Containers
    • Fixed: Locked cursor being able to be considered over a Menu

    Version 1.75.8:

    • Fixed: Containers sometimes not correctly accepting new items if they have a limited capacity
    • Fixed: Subtitle label elements linked to Text Mesh Pro not processing rich text tags if "TMPro Typewriter effect?" is checked
    • Fixed: Actions following an "ActionList: Run in parallel" Action sometimes not running in v1.75.7
  • "Added: The Player's ability to run backwards when using Direct or First Person movement is now optional"
    Thanks for the update!

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