PS: we've dealt with the trigger issue by marking the main VR rig as Player too. Wish I'd remember what exactly it was that happened though, I just recall we couldn't put the Player script on the rig for some reason, but I've honestly forgotten alre…
I was in the same boat a few months ago. Have you tried using the dialogue actions? I'm pretty sure if you don't specify the speaker you'll just get a general message, like narration. It will use your regular subtitles menu though. I guess if you wa…
Any word on this? I'm currently swamped with other stuff, and my current projects aren't too heavy on narration/conversation, but I'll probably be exploring this too, for a future project. Would be great if someone manages to nail it first though, h…
Ah, I get the same error with some of my Unity UI based menus, but I did create the menus in an older version of AC. I'll live with it during this project though, it's nothing big.
Do it in the animation tab, it should be exactly as animating any other non skinned object. In fact the best would be to just alter the animations you already have for your character to include the hotspot detector position. That way you won't have …
I don't know about code conflicts... Really, the scene where I saw it not work the most before was pretty much clean, the difference is that there's tons of particle systems and audio (for dust storms) and a very big terrain and several 3D models. T…
Ah, almost forgot to answer you, but I still don't have anything to report, I haven't really changed much yet (Ive left the menu just as a "sign" for now), anyway, when I get the time to modify the menu and stuff I'll test your suggestions…
Ah, ok. I'll remove that check then. I put it there with doubts, but I wanted to avoid errors if possible. should I remove this check too?
//check if they are combineable if (AcItem.DoesHaveInventoryInteraction(_otherACItem)) { …
Hotspot unhandled interactions, I think? I actually have the items themselves running the Combine method (when in contact with other items) and the inventory interactions (when an Item is in contact with a hotspot):
//...KickStarter.runtimeInventory…
Report: I unticked "Load Scenes Asynchronously" in the settings manager and the inventory in a few of the scenes which were having the issue, started to work again, but still, not in all of them. so I'm still interested in the correct way …
Hey, superb! I was starting to look for path finding methods to use with AC too, specially for AI (like for animals or crowds). Do you think this github repo (Unity Movement AI) would be useful? (Ive been eyeing it recently, it's a library of steeri…
Cool, but if you use UGUI I advice make sure to set the navigation to explicit to all the slots at the edges. That way you can set up right edge slots to select the leftmost slots (when pressing right),and vice eversa, same for up and down edges. Mo…
Is there any event for when an item gets selected? I can't recall, but if not, it would be pretty cool if there was one (it would help avoid unnecessary use of the Update() function).