Question:
I just began trying to implement the Arranging Puzzle Template available in the downloads section of the website.
When I load up the Puzzle Scene, the only thing displayed is the 9 Verbs UI from my main scene.
Is there a setting I've left unchecked? What can I do to make the puzzle scene display only the 2D puzzle elements?
Overall Desired Outcome:
I want this puzzle to be prompted when clicking certain items in my 3D game scene.
Then, once the 2D Puzzle is correctly completed, I want the scene to switch back to the 3D main scene.
Thank you for your time! ![]()
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Comments
Use the Menu: Change state Action in your scene's OnStart cutscene to lock any Menus you wish to hide. Locking a Menu will prevent it from showing when it's "Appear type" condition is met.
Before exiting the scene, you can then use another such Action to unlock it.
Thank you! This successfully removed the unwanted menu from the scene!
But the Arranging Puzzle elements are still not displayed in the 2D game scene when I press play. What could be causing this issue?
Thanks again for your help!
I'd need to see your scene setup. The pieces should be sprites within the scene file - are they positioned in front of the camera?
Here is a video of my screen during play. I noticed the camera is falling through the scene as well. But I am not sure which setting controls this, since it is a new scene. Is this the 3D camera somehow?
Thank you again for your help, Chris! Merry Christmas! 🎄
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Is yours normally a First-person game? If so, the MainCamera will attach itself to your Player's camera, and move with it as they fall.
This is the automatic behaviour for First-person games during gameplay. To override this for your puzzle scene, you'll need to have an OnStart cutscene that runs the Engine: Manage systems Action to change your Movement method to None, and then a Camera: Switch Action to switch to a Camera that's facing the puzzle.
This Camera can just be a Stationary camera that's given the same position/rotation as the MainCamera's starting state.
Thank you for all the help thus far!
I have made progress since the last post.
Now, with the new camera, I can see the puzzles on the screen during runtime.
However, I cannot use the cursor, as it is locked in the center of the screen during runtime. I have tried to tweak some cursor settings in the ac controller, but nothing has unlocked the cursor during the puzzle runtime.
What could I do to unlock the cursor?
Thank you for assisting me with this matter!
Is your cursor normally intended to be locked, outside of this puzzle? I'll need to see your Settings Manager to understand your initial setup.
Oh yeah! The cursor IS locked in the center during the normal, 3D, 1st person gameplay. Is there a way to unlock the cursor for only certain scenes of the game?
Here is my setting manager.
https://www.youtube.com/shorts/CzMJ2qj2ZKo
Thank you!
The "Player: Constrain" Action can be used to affect the Cursor's lock state.
Okay, thank you!
Now my cursor is unlocked during the puzzle scene.
However, the puzzle pieces are not responding to clicks. Hmmmm.
I will keep working with this until I get it working!
Ah, it's because it's a 2D scene and you're in a 3D game.
AC does have the ability to override the game's perspective on a per-scene basis, but the controls for it are only available before organising the scene objects.
You can do this manually, however, by selecting the GameEngine object, finding the Scene Settings component, and checking Override Camera Perspective.
I checked this feature, and it didn't seem to impact the puzzle's responsiveness to mouse clicks. also, at around 0:14 you can see the lower left puzzle piece moves slightly. I am not sure if the piece responded to the mouse click or if it was something else.
When the override option is enabled, check the top of the Scene Manager - it should report that the scene's perspective is being overridden.
The best way to determine if it's down to the Managers or the scene, however, is to have the Arranging Puzzle template's Managers assigned in the Game window. If you temporarily assign these, which are set to be able to run the example scene as intended, are the pieces interactable?