Hi everyone! I was wondering if there was a way to set the interaction A and B to work as the "Accept" and "Cancel" buttons in good old console style. The game I'm designing is going to be direct control, Keyboard or Controller, so I don't need the use and examine actions to be separated into A and B buttons. Ie.: I want the player to get close to an object and press "A" to check it, and let me decided what the player can do depending on the Actionlist attached, but currently I have to press "B" to perform an examine... I was thinking of feeding both Interactions the same input key, but I'm not sure if that may conflict at all? not to mention that doesn't give me a cancel/return button. I was also thinking of using "choose hotspot then interaction", but It's not exactly what I had in mind.
Anyways, any advice would greatly appreciated as usual!
Comments
To de-select the Hotspot, you can write a custom C# script that checks for your own input in an Update function, e.g.:
Update ()
{
if (Input.GetButtonDown ("Cancel")
{
// De-select the current Hotspot
AC.KickStarter.playerInteraction.DeselectHotspot ();
// Close the Interaction menu(s)
AC.KickStarter.playerMenus.SetInteractionMenus (false);
}
}