Forum rules - please read before posting.

Alverik

About

Username
Alverik
Joined
Visits
1,972
Last Active
Roles
Member

Comments

  • Like I said, I'm not sure if this has to do with my browser or my screen resolution. But practically all the links in the main page have a chance of scrolling down and showing me the area with the video on the first click (yeah, just on the first cl…
  • Ok, I've added some more stuff, so there's 12 pages now (Edit: make that 11, there was one old Category page left uncategorized so I didn't notice it till now, it needs to be re-purposed later). Anyway, I messaged some of the people who gave some of…
  • Harshat30, this may be a little late, but maybe you had an actionlist asset assigned to your item? AFAIK if you do, then the item will always trigger instantly no matter what... you'd had to make the hotspot react to usage instead of the item. i.e.:…
  • Jdag, as I mentioned in my message, I posted your script in the AC Wikia, but I did a minor edit to it in the Update() function to make sure the randomization only occurs if the character is actually speaking (by way of the isTalking state of the ta…
  • Hi Jens, just letting you know I've added your script to the newly created Adventure Creator Wikia. I put your name in the article and quoted your first post. Hope it's not a bother. Anyway, happy developing! 
  • By the way, I posted the code in the Newly created Adventure creator Wikia. The code is slightly altered, so you can change the name of the tag to detect, and do so directly in the inspector tab. It also has mouse tool tips to remind you what each f…
  • Hey, I'm glad you got it working and sorry I forgot to ask if you were using 2D or 3D. Anyways, happy developing!
  • The object needs to have a collider (any type, box, mesh, capsule, etc) and the collider needs to have the IsTrigger toggle checked.The player also needs to have a collider, and the player needs to be tagged as "Player", but if you are usi…
  • That script isn't an AC action, so if you put it in AC's Actions folder it won't work, sorry. All you have to do is manually drag it and drop it on top of any objects you want the script to affect. Thats the general work flow in unity, it's hard for…
  • ummm.... In unity, in the project window, right click some empty spot, in the new context menu which appears go to create, then choose C# Script. Unity will create a base template script for you. Then all you need to do is paste the code right after…
  • Ah, and don't forget to add at the top of your script:  using AC; Else it will give you warnings.
  • In hindsight, it would be nice if AC triggers could have separate action list for enter and exit. Would't be hard to code a custom one though, just add the following to the previous code: [SerializeField]private ActionListAsset toDoOnEnter;[Seriali…
  • Ummm I must admit I can't remember if you can do that with AC triggers, but you can use a regular Unity trigger (or a raycast, although its more expensive). Just slap the following code into the AC trigger (or any object with a collider with the tri…
  • Hey cool, stuff, I'll be sure to give this a try  ;). Although, isn't it possible to just teleport the cameras to regular markers? (I ask because I've never tried, heh). Edit: oh, now I get it, I think? Is it to keep the exact same transform as the …
  • Well I've added a few pages so far (you can see them in recent activity). I added some integrations I put in the forums myself (Rewired and CN Controls Joystick), I've tried to make some pages which represent categories, but they are still not linke…
  • Wow, how come I don't remember ever seen that info anywhere else... pretty cool to know, though. Anyway, maybe it's time we start building a wiki page filled with tips and tricks that doesn't appear in the general documentation.
  • Would probably be best to integrate both into a single action. With a simple toggle to select the state. Then, when enabling, just verify if its already enabled or not (If its enabled already do nothing, else enable), same for disabling (if it's alr…
  • ummm.. but as I said that would be for small things, allowing you to skip the interim actionlist would make things a lot cleaner in those cases (or exceptions if you must). But anyway, that may be just my taste. In my other working project for PC (f…
  • um, well, like in the door script example as he had mentioned. Imagine all your doors use the same script, same method. If you had the option to send the message to itself (i.e.: gameobject hotspot script is attached to), you could just go ahead and…
  • Yeah, I'm not sure it's what you have in mind, but a "send to self" would really make a difference too. Specially when you have many objects sharing the same script and you want the action list asset to be useful for all of them without sp…
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.