Hi Chris!
Just following up on this -- I have just downloaded v1.77.4, and I added this functionality in the MultipleItemGraphics script.
It seems that the message (for "ITEM LABEL MULTIPLE") is printing out on the console, but the image…
@ChrisIceBox Also just following up -- would you be open to cloning my repo if I give you access, in case you wanted to try it out on your end as well?
No worries if not! I was just wondering if it is possible to be reproduced, since it is a bit o…
Yes! So from the video I linked, it shows in the scene window but not in the game window (even when they are side-by-side). I double-checked, and it seems like it still is like this.
Thanks for the heads up! Seems like they are in the order as expe…
Sounds good, I'll try that out!
Regarding the second portion -- it doesn't seem like there is a difference. I'm unsure what you meant by the root and sprite child, since I am using a skeleton, but it seems that the order of the skeleton when skippi…
Hi Chris,
Thank you so much for getting back to me! I missed this notification on my end, sorry for the delayed response.
I can link videos of what is happening for this case. "niceAllTheWay" is the variable of focus:
Without skipping (…
Got it, thank you so much!
I found a specific work around for what I was aiming to do (switch between two inventories depending on what scene the player is in), but I shall attach a screenshot of the area I was looking at just in case it might be o…
Nvm got it to work! Turns out that I had to link the lampHitTimes (which is the number to be displayed) to a parameter used by each lamp.
Thanks for all your help!
Thank you so much!
So I was trying to do something like [compvar:175496:0]_lamp, where [compvar:175496:0] refers to the animation "number" -- it is an integer.
However, I'm getting an error where it says "animation cannot play"…
@ChrisIceBox Thank you for letting me know!
I was taking a look at the manual, and it mentioned the Input Manager defines this. By any chance, is this the Unity Input Manager, or is it the Adventure Creator "Active Inputs" window?
Thank …
Thanks for the heads up!
Ah, would I have to upgrade to v1.76.3 before upgrading to v1.77.1, or could this be done directly?
My current version is v1.76.2, this is the screenshot that I am getting.
Hm, the use cases I have so far is just to replace a single sprite (when clicked) with another sprite.
E.g: The user clicks on a set of three tomatoes and picks up two of them, so the graphic is just a sole tomato now.
Might it make sense to still…