Hi there! I've updated to 1.75.4 and now the hotspot reacts also to the RMB (and I don't want that to happen)... I don't know now if it's because of the update or because it works like this, but that happens with "Single 'Use' Interaction" hotspots only, that RMB clicks them, too and I don't want that to happen... What can I do? Thanks a lot
Update: I've modified PlayerInteraction.cs on line 851 and made this: // Perform "Use" interaction if (KickStarter.playerInput.GetMouseState() == MouseState.RightClick) { Debug.Log("Disabling RMB in single use interaction hotspot!"); } else { ClickButton(InteractionType.Use, -1); }
But I guess there's an easy way to do it, without changing the main source code, right? Please, tell me if there's a way.
You can prevent the default right-click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager, and then bringing back the left-click behaviour by defining an input named "InteractionA" in Unity's Input Manager and mapping it to "mouse 0".
Added: Character Animation 3D track for Timeline - use to automatically control a character's movement speed parameters based on Timeline-controlled motion
Added: Ability to assign multiple Blendshapes to a Shapeable component's Shape key
Added: The use of Interaction icons for the cursor when over "Single 'Use' Interaction Hotspots" is now optional
Added: OnCameraSplitScreenStart and OnCameraSplitScreenStop events - fired when a split-screen effect begins and ends
Added: Improved error messaging in the event of an issue when importing a CSV file
Added: Parameter support for the "Engine: Play movie clip" Action's "New clip" field
Added: Ability to set the simulated cursor's movement speed when the "Input method" is set to "Keyboard Or Controller"
Added: Text added to the Speech Manager via the "Gather text" process are now detailed in the Console
Added: Text updated in the Speech Manager via the "Import text" process are now detailed in the Console
Added: Ability to define minimum and maximum alpha values for the Sprite Fader component
Added: The "Object: Visibility" Action can now affect Canvas Group elements
Added: The "Object: Check visibility" Action can now check Canvas and Canvas Group elements
Added: Improved warning messages for the Link Variable To Animator component
Added: Console warning if a save-game file viewed in the Save-game file manager contains empty Remember data
Added: Label text support for Unity UI-based Slider menu elements
Added: Ability to autosave all ActionLists at once from the Project Settings
Fixed: "Character: Animate" Actions for Sprites Unity-based Characters running indefinitely if the character is turning at the time
Fixed: Player's movement speed being reset to zero when clicking Hotspots regardless of the Interaction's "Player Action" setting
Fixed: Inventory properties of type Game Object and Unity Object not retaining their values
Fixed: Build error when using an .asmdef file in v1.75.4
Fixed: Inconsistencies in the order in which Actions are updated inside Unity's game loop
Fixed: Minor tweaks to Hotspot menu positioning when fading out
Fixed: Interpolation issues with the Sprite Fader component
Fixed: Local Player objects being removed from the scene upon calling the "Restart Game" command
Fixed: Toggle elements not supporting Text Mesh Pro
Fixed: GameCamera Third Person not having any distance from its target if its "Distance acceleration" is set to zero
Fixed: Inventory items not always stacking correctly when using the "Inventory: Add or remove" Action's "Set amount?" option
Fixed: "ActionList: Run" Action's "After running" field defaulting to "Stop" when generated through script
Fixed: Hotspots not being detected according to the Settings Manager's "Hotspot detection method" if "Interaction method" is set to "Custom Script"
Fixed: "Object: Set parent" Action's "Clear Parent" method placing the object in the DontDestroyOnLoad scene if it was previously parented to a persistent object
Fixed: Error when previewing Timeline Speech tracks in the Game window
Fixed: Timeline sequences played with the "Engine: Control Timeline" Action not evaluating the last frame correctly when skipped
Fixed: AC not compiling when Timeline is removed even if the ACIgnoreTimeline scripting define symbol is added to the Player Settings
Fixed: Not being able to undo changes made to a Shapeable component's Shape groups and keys
Fixed: Mixing issues when a the same Blendshape is used by multiple Shapeable groups and keys
Fixed: Game text sometimes being misreported as missing when starting the game in a non-default language
Fixed: "Object: Instantiate" Action not always working correctly when referencing Addressables
Thanks, updated to the latest version, no problem at the moment.
Just one thing, I had disabled autosave in Projectsetting, but on update to the new version it re-enables it, is that correct?
The Project settings are stored in your ACEditorPrefs asset file, which by default is stored in the /AdventureCreator/Editor folder. If you want to retain its previous values, you can omit this file when importing package updates.
Two updates in quick succession, due to an issue with the first:
Version 1.75.7:
Upgrade notes:
The RuntimeInventory script's CraftingInvCollection has been replaced with the CraftingInvCollection[] array
The RuntimeInventory script's CalculateRecipe and PerformCrafting functions now require an InvCollection to source ingredients from
Drag-based Player movement is no longer disabled when the Interaction menu is turned on - use the "Engine: Manage systems" Action to disable Movement instead
Camera-dragging now requires that the drag distance relative to the screen's longest dimension exceeds the "Drag threshold" value before dragging will occur
Added: Ability to limit Crafting menu elements by Inventory item category
Added: Ability to link a Crafting Output menu element to a specific Crafting Ingredients menu element
Added: Ability to use multiple Crafting elements simultaneously, each working with an independent set of Inventory items
Added: Ability to specify which Crafting element is affected when using the "Inventory: Crafting" Action
Added: The ability for Triggers to restart if triggered while already running is now optional
Added: Option to assign a Text component to the Unity UI Cursor prefab to display the selected Inventory item's Count
Added: The MainCamera's rendering of borders outside the playable screen space is now optional
Added: The Player's ability to run backwards when using Direct or First Person movement is now optional
Added: The de-selection of Hotspots while the Player is drag-controlled is now optional
Changed: The RuntimeInventory script's CraftingInvCollection has been replaced with the CraftingInvCollection[] array
Changed: The RuntimeInventory script's CalculateRecipe and PerformCrafting functions now require an InvCollection to source ingredients from
Changed: The Inventory settings panel's "Minimum drag distance" slider has been replaced by a screen-normalised "Drag threshold" slider under Interface settings
Changed: Camera-dragging now requires that the drag distance relative to the screen's longest dimension exceeds the "Drag threshold" value before dragging will occur
Changed: Drag-based Player movement is no longer disabled when the Interaction menu is turned on - use the "Engine: Manage systems" Action to disable Movement instead
Fixed: Player positioning issue when generating "Player: Teleport inactive" Actions through script
Fixed: The Constant ID component's "Retain in prefab?" option sometimes being unclickable in Prefab Mode
Fixed: Removed minor warning message when building a project
Fixed: Input menu elements not always working with TextMeshPro
Fixed: OnSkipSpeech custom event not firing for speech that neither scrolls nor displays forever
Fixed: Unity UI Cursor not respecting the Main Cursor's "Display cursor" field
Fixed: Unity UI-based Inventory menus responding to right-clicks even if "Mouse clicks have default functionality?" is unchecked
Fixed: Selected Inventory item becoming deselected when combining with another item even if "Unhandled interactions deselect active item?" is unchecked
Fixed: ActionLists blocking gameplay even when they only last a single frame in v1.75.5
Fixed: Newly-created or pasted Actions sometimes creating wrong connections in the ActionList Editor window
Fixed: Drag-based Player movement possible when the Movement system has disabled
Fixed: Issue when generating "Inventory: Add or remove" Actions through script
Fixed: "Object: Teleport" Action not providing a Player dropdown list if "Is Player?" is checked and Player-switching is enabled
Fixed: Component variables with links not updating their linked counterpart when restoring data
Fixed: Remember components sometimes not correctly loading saved data when multiple Remember components are attached to the same GameObject
Fixed: OnChangeVolume and OnChangeSubtitles custom events not firing when Options Data is initialised
Fixed: Sound components not correctly playing audio on Awake at the correct volume
Fixed: Items sometimes not being correctly added to Containers
Fixed: Locked cursor being able to be considered over a Menu
Version 1.75.8:
Fixed: Containers sometimes not correctly accepting new items if they have a limited capacity
Fixed: Subtitle label elements linked to Text Mesh Pro not processing rich text tags if "TMPro Typewriter effect?" is checked
Fixed: Actions following an "ActionList: Run in parallel" Action sometimes not running in v1.75.7
Comments
Hi there! I've updated to 1.75.4 and now the hotspot reacts also to the RMB (and I don't want that to happen)... I don't know now if it's because of the update or because it works like this, but that happens with "Single 'Use' Interaction" hotspots only, that RMB clicks them, too and I don't want that to happen... What can I do? Thanks a lot
Update: I've modified PlayerInteraction.cs on line 851 and made this:
// Perform "Use" interaction if (KickStarter.playerInput.GetMouseState() == MouseState.RightClick) { Debug.Log("Disabling RMB in single use interaction hotspot!"); } else { ClickButton(InteractionType.Use, -1); }
But I guess there's an easy way to do it, without changing the main source code, right? Please, tell me if there's a way.
Welcome to the community, @BreynartStudios.
You can prevent the default right-click behaviour by unchecking Mouse clicks have default functionality? in the Settings Manager, and then bringing back the left-click behaviour by defining an input named "InteractionA" in Unity's Input Manager and mapping it to "mouse 0".
Thanks a lot for your answer, and for that awesomeeeee asset, Chris!
Version 1.75.5:
Yeaah another update, Chris you are a war machine!
Version 1.75.6:
Thanks, updated to the latest version, no problem at the moment.
Just one thing, I had disabled autosave in Projectsetting, but on update to the new version it re-enables it, is that correct?
The Project settings are stored in your ACEditorPrefs asset file, which by default is stored in the /AdventureCreator/Editor folder. If you want to retain its previous values, you can omit this file when importing package updates.
OK, all clear, thank you.
Two updates in quick succession, due to an issue with the first:
Version 1.75.7:
Upgrade notes:
Camera-dragging now requires that the drag distance relative to the screen's longest dimension exceeds the "Drag threshold" value before dragging will occur
Added: Ability to limit Crafting menu elements by Inventory item category
Version 1.75.8:
"Added: The Player's ability to run backwards when using Direct or First Person movement is now optional"
Thanks for the update!