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Triggering 2D close-up views of inventory

edited April 13 in Technical Q&A

Screenshot-2026-04-06-201657

What's a good way to implement the ability to drag a 2D inventory item onto the Player and trigger a new closeup view of the item? Ideally still retaining the ability to have hotspots and 2d lighting.

In my Player prefab I added a child inventory collider object containing inventory interactions, each inventory having their own actionlist asset.

That's as far as I got... I thought I could have a staging area in each scene for closeups with a navcam that I can switch to, but I'm not sure how I would reference that camera from the player prefab (since the constantID would be different for each camera?). Perhaps this is not the way to do it at all...

Comments

  • If close-ups takes up the whole screen, you're typically best off creating a separate scene for each. That way, you don't need to do anything special for the camera or its placement - otherwise, you'd likely want to spawn the close-up as a prefab.

    As you'd want to return the Player to their original scene / position when exiting, you can use a separate Player prefab just for the close-up scene. That way, you can switch back to the original Player and their position / scene will be retained.

    To do this, enable Player-switching in the Settings Manager, create a new Player prefab with no graphics and assign them as a new prefab in the Manager. When viewing the close-up, you can then use the Player: Teleport inactive to set this Player's scene to the intended close-up scene, and then Player: Switch to switch to that Player. AC will handle the scene-switch automatically.

  • Works great! Adding this note for future searches...

    When Character switching: Allow is ticked in AC Settings, my Player inventory collider no longer worked. Going into Player prefab and unchecking Auto-sync Hotspot state? fixed it.

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