Hi! When I try and use an inventory object by dragging it out with the mouse cursor - the size of the icon shrinks to a smaller size than the icon in the inventory slot. I'm using an old version, so if this is an old bug if you could point me in the direction to where which script handles this issue that would be great! Thanks!
We made the mistake many years ago of modifying the AC scripts. Updating seems to be nearly impossible at this point since we don't remember exactly which files we modified. Unless you have a solution on how to go about this?
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Actually don't worry about a solution to update - I'm just not worried about it at this point.
Welcome back, @EBlomquist!
What version are you using, and what is your Cursor rendering field set to? This will affect the way in which cursors are scaled.
If using Software, then its set by the Inventory cursor size field. If Hardware, then its based on the size of the supplied cursor graphic.
haha hey! It's been a while. Amazing to see this still going strong!
Unity version 2019.4. So I did figure out that I can get a proper size from software mode, but then my main cursor texture (and mouse cursor as a whole disappears)
In hardware the cursor and its applied texture appears totally fine.
Okay it's all good there was an issue where the cursor wasn't drawing properly!
While I have you is there a check where if the player is trying to move to point using a nav mesh and it gets stuck, after a few seconds it skips that logic and moves on to the next bit / teleports to the point instead?
That feature is available with the latest release in the Character: Move to point Action.
If you can't upgrade, you can try importing the latest release into a fresh project and copying over the ActionCharPathfind Action.
Great thank you!
Sorry last thing (hopefully) it seems something completely broke in my project where if I run any AC logic (hotspot, trigger etc)
Any check variable logic and the game gets stuck. Variable manager is fine. Even created a script to scan the variable manager and seems clean.
Creating a fresh trigger or hotspot with set / check variable logic and it works.
Clicking on the Trigger yields this error
Previously chosen variable no longer exists!
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
AC.ACDebug:LogWarning (object,UnityEngine.Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:26)
AC.ActionVarSet:ShowVarGUI (System.Collections.Generic.List
1<AC.GVar>,System.Collections.Generic.List1<AC.ActionParameter>,AC.ParameterType) (at Assets/AdventureCreator/Scripts/Actions/ActionVarSet.cs:378)AC.ActionVarSet:ShowGUI (System.Collections.Generic.List`1<AC.ActionParameter>) (at Assets/AdventureCreator/Scripts/Actions/ActionVarSet.cs:343)
AC.ActionListEditor:DrawSharedElements (AC.ActionList) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditor.cs:210)
AC.AC_TriggerEditor:OnInspectorGUI () (at Assets/AdventureCreator/Scripts/Logic/Editor/AC_TriggerEditor.cs:17)
UnityEngine.GUIUtility:ProcessEvent (int,intptr)
The game engine prefab got edited somehow - I swear to god I worked on this for like 8 hours and 10 minutes after I posted this here it was fixed. XD
Forum post is good luck apparently hahahah