Alright, but first I'll have to get it working, right, hehe. Anyway, I'll have to check with the other guys in the team, though. Else, I'll try making a simplified version when I have the time.
Even on scenes without AC? Check if the same thing happens on scenes without AC stuff (just make a new scene and drop objects in it or something). Ummm... this sounds more like a Unity issue, but we won't know until you test that. Also just in case …
Ummm, just letting everyone know (for those who don't want to do any extra scripting), that the idea to use the hotspot detector to make only hotspots that "touch" the controller activate, really does work. But the result of my testing wer…
That's exactly it, I want only related ingredients to be usable only. The game's going to have tons of consumable items and other stuff (like clothing). I only need to limit crafting to 1 item category. I want only the specific related ingredients t…
Yeah, don't worry about it, lol. I just wanted to verify if I could get away with bending one of the current features to do it, but I was about to make custom solution anyways, lol.
Think the second Hotspot detector will work if I just call it's _Update function from the Update() function in a monobehaviour script?
The player script is practically just calling this:
public DetectHotspots hotspotDetector;
-inside an update-like…
Cool, thanks.
Well, my idea was to have the inventory box set to limited (if desired), then use the list of IDs (the bins) to create the list of ids to pass to the inventory box (if limited is selected). The thing is I basically need to make an eas…
ummm... the thing is that the game already has a lot of logic built-in from hotspots and I want to preserve all those if possible (game is practically almost done). It's a lot less trouble to get the controllers to popup the interaction and hotspot …
ummm... you could always just download a 3D modeling software demo or a free one like blender or sketchup, then rotate the model and re-import it...
Blender is a beast, which can accomplish what most paid 3D modeling software can, but it's not so no…
Ummm... are you sure it's OnAwake? As far as I know the Unity event should be just Awake()... maybe Chris was sleepy or mistyped (or was referring to an AC event I've never heard of?) Anyways, I think you should really check the unity game loop and …
There are two vars which have the text Dossier_PortraitGrid_5: GridName and KeyGridsButton. You didn't specify which (but it's most likely the button I guess)... But anyway, try initializing the variable at the class level with the new keyword (to c…
That's right :-?, I was forgetting about custom events. This really is a perfect chance for subscribing to an event. I do tend to have many situations where they're not enough, though... but mind you I'm making hybrids or games straying from the reg…
Ok, so I get the reason you were having this error message was because, as I mentioned in your other post, the code is probably being called before AC has finished initializing itself.
About how to re-initialize in a case were an object is disabled…
As I said, just use a switch, a boolean var which gets changed on OnDisable and OnEnable. On OnEnable put an if conditional checking if the switch variable is the correct value, if it is, you know the object was disabled before. Once you know that, …
Wait, where are you initializing XXXMarker?? I don't think you can call functions for variable initialization at the class level (you could create a property to do it in get/set though)...
Anyway, I notice a few possible causes here. One is where, a…
There's no need to type:
if (AC.GlobalVariables.GetBooleanValue(0) == false)
you can shorten it as:
if (!AC.GlobalVariables.GetBooleanValue(0)) // '!' is read as "not", here as in "if not true"
As far as I've noticed you may get…
Well, you can use that function like a regular value, the conditional will just check for the returned value, like:
if (AC.GlobalVariables.GetBooleanValue(0)) // 0 is an example, get var id from the variables manager{//if true do this...}
But, I can…
Very nice art indeed. Nice use of colors too, creates a nice mood too. My only criticism is, I feel the run animation for the main character feels a little stiff. But all in all great art, man. Wish I could work with a good artists like you (I'm cur…