Ok, I've been doing several tests and I can make it work with OnEnter, but OnExit doesn't work. I switched to detect my player just in case there was some issue with the NPC, but I get the same result. The trigger detects when the Player enters it, …
Question regarding this:
So it should be enough to add an alternative input for any extra menu? For instance adding B key to open the inventory in the handheld device?
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UPDATE: The issue appeared around the same time I updated to the latest AC version AND switched my audio setup to use Audio Mixer Groups. While most sounds work fine with the new configuration, I decided to test switching back to Audio Sources - and…
I think it was 1.81
But the loop stopped when I didn't drag the door. Now the sound keeps playing.
I followed the implementation you showed in the First Person tutorial.
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Thanks for the response.
To clarify: the template only includes 6 pre-made slot GameObjects (SaveSlot1 through SaveSlot6) in the UI hierarchy. There's no 7th slot or beyond - they simply don't exist in the scene.
I assumed the system would dynamic…
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I enabled the option but I don't see any difference. We are talking at editor level, right? Not in game.
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Something like this would be very convenient.
Thanks
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Is that available in 1.81.4? I cannot see that option.
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Maybe I didn't express myself properly. I explain it again to be sure we are in the same page. :)
The Current Problem:
As a game developer, I'm setting up objectives that need …
Okay, so it still doesn't work, but at least now I don't have the warnings. :wink:
In previous iterations, the Description was visible, but now it isn't showing up. So basically, we're back to the initial state - no Objective is selected and the att…
I'm afraid still doesn't work.
I have this error for each of the three buttons I have with the script attached.
I share some more screenshots of the setup:
https://imgur.com/a/ulJureF
NullReferenceException: Object reference not set to an instance…