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Hotspot Walk to vs Talk to Marker

Hello All!

I have an issue that maybe someone can help me with.

With an NPC, I have a a Hotspot on them with a "User interactions" ,"Inventory interactions" and an "Unhandled Inventory interaction".

Since it's the NPC, my goal was to have the player "Walk to Marker" which is in front of the NPC and allow the interaction. 

The problem is, if all three of the "interactions" are set to the same marker with the Walk To Marker selected, two of the three "interactions" won't work. 

I feel that what happens is that, for example, I click the NPC to talk to, therefore the player will "Walk to Marker" and then once that is done, fire off the Interaction. BUT if you are standing on the Marker, such as you have talked to the NPC and, without moving, want to give the NPC an item ( handled or unhandled ), the system will not let you "Walk to Marker" since you are already there and those interactions will not fire.  If you walk a little ways away from the NPC, THEN give them the item ( handled or unhandled ) it will work fine.

So I decided to change all my Player Action to "Walk To". The issue with this is that since I need the Player on a specific marker for Camera placement, I teleport the Player. With Walk To selected, you can actually see the Player move 10x speed to the Marker.

Then I tried to set the "Set minumim distance" but the default 1 is too large. I then put in a number, such as 0.001 but during game play it's reset to 1.

Therefore I'm looking for a solution where the Player can "Walk to Marker" and if other interactions are used while already on the same Marker, would work.

Thanks.

Comments

  • edited March 2016
    To follow up:

    It seems if I have "Walk to Marker" turned on AND Root Motion turned on AND Ignore Gravity turned on, it works. The side effect is that my Player will start to float up ( which is not what we want )

    The "Walk To" works, I just need to get it closer than the 1.0 ( like 0.001 for example )

    I'm not sure, but there seem to be a weirdness with the combination of:
    1) Walk To
    2) Walk To Marker
    3) Ignore Gravity
    4) AnimationController setup

    I haven't yet found the magic sauce to get it all working like it used to before 1.50

    [EDIT]
    Commenting out line 875 in the PlayerInteraction.cs seems to help a little. That seems to reset it to 1 if I have a lower number in there.


  • It most likely depends on your movement settings.  Please post images of your Player's inspector, and the Movement settings in your Settings Manager.

    The character floating is a Unity issue with root motion - not AC.  You have to bake the character's "Y position" into the offending animation.
  • Chris:

    Here they are:
    image
    image

    To be fair, I did just change the Destination accuracy from 1 to 0.087. If that solves the problem, great. But if other people are having the same issue, I wanted them to know the answer also.
  • You haven't said if that solves the problem though - does it?

    What a character interacted with previously has no bearing on the next interaction - so your issue would be the same if they triggered the same e.g. "Use" Interaction twice in a row.  There's no problem that I can see, working with the 3D Demo.

    If you're using Mecanim and a high destination accuracy value, you need to be aware of how the movement system works.  Section 3.11 of the Manual covers precision movement, should you need it.
  • I can now report that changing the Destination Accuracy from 1 to .087 has resolved the issue.
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