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cursor icons change

I preferred to use your Physics-Demo Cursor icons (includes grab and a better looking use-icons) so I copied them into my asset folder and they are simply ignored. I placed them in AC/Graphics/Textures and they are recognized. Now I don't want to change r add anything inside the AC main folder (next update would clubber it ) how can I make AC recognize also textures inside my own folder?

Comments

  • AC doesn't take notice of the folder assets live in.  Do the copies show properly in the Inspector, with settings identical to the originals?  Try duplicating them within Unity, if you were copying the folder in Explorer/Finder before.
  • Yes it works, thank you.

     Now I have the following problem: I am using 1st person (El_Pot) and I have gathered inventory items. I cannot move the mouse up to see my inventory menu being in 1st person (lock cursor), so I changed the Appear Mode: Input key which calls the ToggleInventory action. But  now  if I click at any of  them to do something with it nothing happens. In third person (direct) of course you can move the cursor up and the Inventory comes up automatically and I can then click at any item and do things with them.

  • In your ToggleInventory ActionList (which I'm assuming turns the Inventory menu on or off), you can use the Player: Constrain Action to disable/enable free-aiming.  This will allow the cursor to move around however you like.
  • Apparently I have something wrong in my scene, I have the word RESET from the very beginning when I run the scene at the top left corner . I followed your instructions and indeed I can move the pointer up but it shows nothing (except the word RESET) and when I use the key ('m' in my case) to toggle inventory it shows the items in my inventory but as I said I click in any of them but nothing happens (I cannot drag it).

    The word RESET also appears when I use the Demo_Menu Manager instead.


  • What's causing this Reset box - is it a third-party script?

    Check that there's no gameplay-blocking ActionLists running that would prevent the inventory from working.  You can do this by checking "Show active ActionLists in Game window?" at the bottom of the Settings Manager.
  • Maybe my question/problem was not too clear: I have no 'blocking' of the Inventory menu, it shows clearly at the top as usual when I use the ToggleInventory key ('m' in  my case), then when the Inventory menu is shown I can click or drag at any inventory item shown but nothing happens. 

    And the word RESET keeps on showing all the time in the top left corner and I don't know who puts it there.

    Your Show active ActionLists in Game window is not so good because it disappears immediately and one has no chance to read the contents unless one inserts a long Engine_pause.

  • I have been searching each of the new assets I bought from Asset Store and by the process of elimination I found that it was the package EXPLODER. I have a TEXT search software and I looked inside all the files but found no one with the specific. But as soon as I remove the Exploder package the word RESET disappears.
  • I found the RESET GUI appearing in the screen: it was one of the scripts in the Exploder package. I commented out that part and now it's Ok.

    There remains only the Menu problem. I now have a Player:constrain and even in 1st person I am able to move the cursor and point up where the menu should be ... but it shows no menu. I am using in the inventory Menu Manager Appear Type: Mouse over (I've tried all other types here to no avail)


    And if I use the Appear Type:On Input Key (ToggleInventory)  then when the Menu does appear I can see my items but can't do anything qith them.


  • The "Show active ActionLists" button will only show something if a Cutscene is running.  If nothing's showing, it tells us that gameplay is not being blocked - which is just as useful to know.

    But I cannot recreate your problem using the Demo game's assets.  If I create a simple scene, run in first person, disable free-aiming using "Player: Constrain", then I can access the Inventory by hovering over it and interact with any items I'm carrying.

    This means it could either by you're using an old version of AC, or there's some other difference that I don't know about.  Have you modified the Inventory menu at all from it's default? Unity UI, for instance?

    It might be wise to test in a very simple scene just as I did - in which a Player: Constrain Action is the only action in an "On start" Cutscene so that free-aiming is disabled to begin with, so that we're both on the same page.
  • I did what you said and it works with the Demo_Menu and the mini-scene with just the constrain. I compared the Inventory menu of mine against the Demo_Menu and see absolutely no difference. Also by opening each with the Inspector there are no differences.

    Now painfully, I copied each of my new menus into a copy of your DemoMenu then I renamed that copy to my nameMenu and presto! it works.

    I will never know what was the culprit but at least it works. Thanks again for your suggestions 

    :))
  • .... but I still cannot drag the icon or clicking it does  nothing.
  • So long as "Drag and drop inventory" is enabled in your Settings Manager, you should be OK.  Does clicking to select it at least work if you un-check it?

    We need to know if this is down to first-person mode or not, so temporarily switch to Point And Click and see if it then behaves.  It may be that you need to package up your Managers and PM them to me, but let's hear the result of that first.
  • Indeed I tried your experiment and it did not work in 3rd person either, then I used another Settings_Manager (from a previous scene I made) and it worked. So once more it is a  conflict within the Manager file and this is the third such occurrence. They look identical which means that there is a difference or corruption in the file which I cannot check because it is not viewable so only by brute force I copy the one Manager file that works into the one that doesn't and make the appropriate changes I use in my new scene and save it.

    Being this the third case I have had (last one a week ago was the Menu_Manager) it would be nice if one could edit or compare the corrupted  with the working one.

    I have a package I bought from Asset Store called Automatic Project Backup but I don't think it saves things like the Managers or the Project->Input.

    Anyway now the problem is solved and thanks again

  • I apologise for the error.  It is a bug, and if I know the details of it I will of course fix it.  To avoid clutter, the Settings Manager hides options that should be irrelevant - but unfortunately you must've found one that's still being used.

    You can compare the "raw" Settings Managers simply by selecting their asset files in the Project window and viewing their Inspectors.  If you can learn the key difference between the two assets, please let me know and I shall tend to it.
  • Ok but since I copied the correct Settings manager from a working scene elsewhere into the presumably 'corrupt' one both work of course. Next time it happens I will do the experiment you propose.

    But since we are at it is there a way to save (or pick up contents) of the Active Inputs Editor contents and also of the Project Settings->Input ??

      


  • The Active Inputs are stored within the Settings Manager.  You would have to duplicate the SettingsManager asset.

    Your Input settings are stored in Unity's InputSettings file, I believe.
  • Yes, I got it now. I have now finished my Castle Game scene .... thanks to your help. I will start a new one and continue to have fun .. as a retiree
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