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Input: Check and InteractionA

Hi,
I have a strange problem: I made it so when interacting with a certain hotspot, a gameobject is spawned in the scene and stays visible until a button is pressed. It worked for any other button but InteractionA. When setting the input: check to check for InteractionA (and loops if the condition is not met), the object would become invisible immediately after it's instantiated, as if the InteractionA button was pressed. Making it wait for a while before checking for the input did not help. Single tap/click had the same problem, but double tap/click worked as intended.

Why was the condition met without actually pressing the button? Is InteractionA simply not allowed in an input:check loop? Thank you very much.

Comments

  • As InteractionA is also what's called to actually interact with a Hotspot, it could be that it's being used picked up by both the interaction and the input check - if there's no delay before the Input: Check is run, that is.  You could try inserting an Engine: Wait Action of a short time before changing the conditions for the Input: Check to become responsive.

    Also know that looping Input: Check isn't always reliable.  It's recommended to instead make use of active inputs if you want to run Actions when an input is pressed - see Section 2.14 of the Manual for more.
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