Forum rules - please read before posting.

Alverik

About

Username
Alverik
Joined
Visits
1,972
Last Active
Roles
Member

Comments

  • Umm... are yo mixing AC and uGUI menus? For the items issue, remember that AC menus are set to display first, always. uGUI menus are always gonna show behind if both an AC menu and a uGUI menu are active at the same time. About the label not display…
  • I'm not much of a programmer myself, so I'm kinda interested in how to do the integration properly too (Specially since I'm not very familiar with Invector's third person controller template's API...). If you get it working, I'd appreciate it immens…
  • I'd say Variables, and variable checks. You could try to give each book a virtual id, 1-5, or names if you want. You could make a local variable like:  ClickedBook (int or string, set it to 0 if int or nothing if a string) Then you could give an ac…
  • Yeah, I would greatly appreciate an in depth explanation, too. I'm still very noob when it come to final IK and final IK with AC.
  • Ooh, I've also been wanting to try this one with AC. I would also like to know how to wire them properly. Sadly, I've only seen Motion controller and Opsive's third person controller used with AC, and I don't have any of those.
  • ummm.. by what I see, this isn't something you can do natively with AC. You may need some scripting. But I have a couple of ideas:  1. fake it with animations: you could have several reusable animations which each go to a different slot of the menu.…
  • Thanks, I'll give it a read!
    in Global timer Comment by Alverik May 2016
  • But, in the save/load menus, how would you display the value of the Gvar which belongs to each separate save without having to load that file first? is there a way to extract the value from a single variable from a saved game file?
    in Global timer Comment by Alverik May 2016
  • Umm.. very nice idea, I can see AC combining very well with turn based games, as they both are styles which allow one to think. Still, it may be kinda late, but you could have checked out Phantom Brave which, due to it's moving style, can get as fas…
  • Ummm.. try to do what Chris said, if you still have issues try changing the rolloff to linear in your audio source or as I said before, go to the audio settings in your project and try setting the rolloff to 0. The effect is active no matter if you …
  • Yeah, haven't you seen some game or app UIs where, when you reach the top or bottom item in the list, the list automatically scrolls up or down one step if you press the key again? maybe there will be an arrow at the bottom and top of the box that e…
  • Ah, so by using the delegates you are already bypassing the try catch? or is it just not useful then? And actually I have a more complete version of the script, which I made from that very example  :)>-, maybe someone will find it useful, it seem…
  • I don't know why, but the space for the first selected doesn't always show up. And anyways, I also had one of those funny moments when you realize you've made something dumb. For a while I was battling to discover why some keys weren't working the w…
  • By the way, is there a way to use the Assume inputs are defined? option when using Rewired? Even if it needs some coding? As I've never used it before, I'm not quiet sure what It means, but I'm assuming that it's about having all inputs properly set…
  • This might be a little late, but anyways, I had the same issue (#1) where Unity UIs don' get focus when attached to AC, and I fixed it by attaching a script to the main button in the UI (and setting the same button in the slot in the component), and…
  • Never mind, I see now that I can use the same buttons (but with and up and down arrows) to move up and down the list (although a scrollbar would still be nice to have).  Anyways, now the only issue is that the player would need to press the interact…
  • Cool, this kind of feature will be very useful! Specially because I'm making a sort of life simulator, rpg, adventure game hybrid, lol. Can we somehow adhere this information next to the saved games, to show how long the player has, well... played i…
    in Global timer Comment by Alverik May 2016
  • The sound child is properly assigned in all characters?  Have you checked if it's not a problem with 3D sound? Unity sets all sounds as 3D sounds by default and they get dimmer and dimmer the further away you are from the camera, also the rolloff op…
  • What's  the game state when this happens? also, in the very bottom of the settings manager you will have an option to display the currently running action lists. These two things might help you find out whats going on. If it displays "paused&qu…
  • Duh, now I know why I had the impression that NPCs didn't have hotspots. While tinkering with FinalIK's grounder I changed the NPCs layer to avoid the player trying to climb the NPCs, lol. Problem is, obviously, AC stopped seeing them and I stopped …
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.