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Hotspot Interactions Menu not appearing

Hello there,

I'm trying to follow the main 3D tutorial available on Youtube, but I'm stuck on the Hotspot implementation: I can't manage to make the Interactions Menu appears. Apparently the Cursors weren't set at all by the wizard so I had to set them but something might be wrong. Here are my setup:

My Hotspot

image

My Cursors settings:

image

My MenuManager, apparently there is no Event System, I don't know if it's normal or not:

image

And the result: the hotspot highlight and icon appears but not the menu when I click on it:

image

Thanks a lot for your help guys!

Comments

  • Welcome to the community, @brice - I apologise you're having trouble this early on.

    If you had to assign the cursors manually, did you choose to use the Default AC / Default Unity UI when creating your Managers in the New Game Wizard?  If you opted to start with a blank Menu system, then you'll have to make them from scratch, or copy them from the Demo_MenuManager asset file.

    The Menu Manager you posted is the asset Inspector, so I can't tell if the Menus are loaded in or not.  The empty EventSystem field is fine - that's just for overriding the default that AC will create.

    If you load up the Menu Manager tab in the main Game Window, and assign the Demo_MenuManager asset file at the top, you should see all the default Menus your game should have (again, if you chose to use it via the New Game Wizard).  If they appear, but not in your own Test_MenuManager asset, you can copy them from one to the other one at a time in the Game Window, or use the New Game Wizard again to make use of the default Menu system.
  • Thanks for your reply Chris.

    Mentioning the demo assets it makes me remember I unselect the Demo folders when importing AC inside my Unity project. I tried no to do that in a blank project and apparently the cursors are correctly setup. Is there a link or not?
  • Yes, there is.  As the default interface is constructed using the demo game's assets, the default menus won't be present unless you import them from within the Demo folder.

    However, not all subfolders need to be imported - Section 1.7 of the Manual covers how to import AC minimally.
  • edited August 2016
    Ok, some progress. I re-created all from scratch - importing the demo assets this time - and finally get the interaction menu appears when clicking the hotspot:

    image

    Problem is:
    • The associated interactions aren't triggered when I click the buttons
    • I had to set the "Close interactions with" option to "Click Off Menu" (the default value makes impossible to reach the button with the mouse cursor: they disappear immediately)
    • The menu isn't centered in the box collider of the hotspot
    I'm starting to think I was better on UE4 than Unity ;-)
  • edited August 2016
    I apologise for your continued issues - not the first impression I'd like you to be having.  This appears to be a duplicate of this issue, in which the New Game Wizard does not correctly transfer all of the settings if you opt to use the "Default Unity UI" interface as opposed to "Default AC".

    I will be issuing a fix for this presently.  In the meantime, you should be able to avoid these issues by using the New Game Wizard to build a new Menu system based on "Default AC", which appears on page 4 of the Wizard.
  • edited August 2016
    Hey, no problem I don't give up so easily :D It does work now:

    image

    Just out of curiosity, what differences between using the AC UI and the Unity One? The ability to mix things up with third party libs?

    Thanks for your help and I will now continue to discover this great plugin.
  • Thank you - v1.53c has been submitted so it should be with you soon.

    The difference essentially comes down to using OnGUI calls to draw the Menu (which you can design using AC's controls within the Menu Manager) vs using Unity UI canvas objects that link up to AC automatically.  The former is better for rapid-prototyping, while the latter is better for visual refinement and custom effects.
  • Ok thanks for the feedback. Updating right now.
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