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I want to use inventory like this.

HI~

I'm making FPS type adventure mobile game.
I used Control freak asset by mobile controller of this game.

And i have some questions.

1) i want to unlock cursor mode always from game start to end.
2) how i can use item in inventory while unlocked cursor mode?
3) i just want to use item just by one click.
(for example, door is unlocked when i click key item in inventory)

Thank you~

Comments

  • 1) You can choose whether or not the cursor is locked when the game begins from the Settings Manager - "Lock cursor in screen's centre when game begins?".

    If you want to change this mid-game, you can either use the Player: Constrain Action to disable free-aiming, or by triggering the "ToggleCursor" input button.  You can do this from a Menu Button on-screen if you want to give the player control over this.

    2) If the cursor is unlocked, you'll be able to select inventory items just as normal - how do you mean, exactly?

    3) You can override what happens when an Item is clicked by assigning it a "Use" ActionList asset, as set in it's properties in the Inventory Manager.  ActionList assets can be used to reference scene objects such as doors - just be sure to save the scene afterwards, as it'll make changes to it automatically.
  • At first, i'm sorry about my penmanship. my english is not very well.

    2) I changed menu appear type to manually(by button) from mouse hover. 
    and i found that it was impossible to select item(inventory) in lock cursor mode.
    (only possible to use item in unlock cursor mode,
    but i want to make game that has only lock cursor mode)

    3) yes, i already do that.
    But i couldn't know what hotspot contact with.
    Is there any solution that check whether hotspot is contacted with player?
  • 2) If you are using AC menus, then you can only use them while the cursor is unlocked.  You will either have to unlock the cursor when the inventory menu is turned on, or use Unity UI instead.

    Unity UI-based Menus are very simple to link to AC (tutorial here), however the Demo Menus all have "Unity UI" counterparts.  Just change the "Source" in the Demo_MenuManager's Inventory menu to "Unity Ui Prefab" to test it out.

    3) Contacted as in near to?  You can use Triggers to turn a Boolean global variable on and off when they approach / leave the Hotspot.
  • It's working with unity UI Prefab!!!
    i have one more question.
    there is already being drag and drop inventory interface.
    but i don't want to use "drag and drop" nor "click and click"
    I just want to use my inventory item to hotspot, just by click item (only once).
    Is this Possible?
    Thank you~
  • If you change your Interaction method to Choose Hotspot Then Interaction (in the Settings Manager), then you can use inventory items on Hotspots by first clicking the Hotspot, then clicking the item from a popup box (in the "Interaction" Menu).

    The 2D Demo behaves this way.  Is this along the lines of what you have in mind?
  • Thanks, but my attitude is different.

    I want some style just like "alone in the dark 1,2,3" and silent hill3.

    in that game, player just use item in the hotspot zone. -> then reaction. 

  • But after on second thoughts, i think that if i follow this way, I have to make my own item combine system.

    So It seems to be better to use default system.

    Thank you~

  • Have you seen this tutorial on detecting Hotspots within the player's proximity?
  • Yes i watched this tutorial.
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