I did not realize the pathfinding method could be switched per scene! Thank you Chris, that did fix our issue. A Star 2D does feel slightly less accurate though - are there any settings you recommend for this particular method?
Sorry @connygy I missed your message! We don't have a webpage as of now but we might in the future :) If you're interested in anything specific feel free to drop me a DM!
@connygy In the case of my team, we are using the Pixelcrusher Dialogue System in tandem with AC because Dialogue System is an excellent bridge between AC and Articy, letting us write out all the narrative parts of the game in Articy and then export…
Thank you for clarifying.
So Active Inputs always run an ActionList, where as the regular inputs(?) I define via the new unity input system are used for C# scripting - and if I understand correctly, for these it doesn't make a huge difference wheth…
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Aha! So the standard way to set up an active input would be -> Create the action inside the new unity input system -> Create a corresponding active input with the same name -> reference that active input via Kickstarter.playerInput.…
Right. In my case, I've added two new inputs to rotate game objects left and right. This is all done in a custom script.
private void Update() { if (arrangingPuzzlePiece != null && arrangingPuzzlePiece.IsSelected) { …
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I'm not sure I follow exactly. The way I understand it, even if I create a new action via the new unity input system, I still need to add that to the active input editor, otherwise there is no way AC and the action can talk to each other - i…
I got everything up and running - Hotspots in my scene can now be assigned custom labels which I can rotate through and have them react towards different game states.
I did notice, however, that I'm unable to assign my Array Entries to Items which …
I see, so to confirm, I'd essentially use a setup like this:
* A script that makes a menu appear when I am hovering over a hotspot (most likely attached to my Menu UI prefab.
* A script that stores and retrieves the individual labels for each hotsp…
Thank you, Chris!
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This is the part I am not sure about. If you were to categorize the actions, I’ve noticed cases where both examine and interact have been on either mouse button. There is never more than two actions at the same time going …
They were able to help me out actually and there is a great way to integrate all three tools. Once again, thank you for making AC so versatile and compatible with other software!
Hi there, so sorry for my delayed response - Chris was right, I am working on something similar.
If there is still something you need help with from me please let me know!
Alright, after having spent the day with the Arranging Items template, I am fairly sure it will do a better job than my custom solution long-term.
I will still need to change a few things as you mentioned earlier. As I'm not entirely sure about the…
That is a really good point actually.
One particular problem I am struggling with right now is placing my items but only recognizing them in certain hotspots.
In this example, the big mossy stone serves as my base object to attach the other items …
Right, thank you.
As I didn't realize this template existed I have started from scratch already. Would you be willing to give me feedback on my current setup? As this is one of the central features in our game I would like to adhere to good practic…
Thank you @EridanFresh !
We had actually thought about a similar approach and tested some early prototypes in Miro and experimented with 90 degree angles but both us and playtesters greatly preferred being able to rotate the object freely. However,…