Here is footage from VR gameplay:
https://www.youtube.com/watch?v=_CPObMOvYeY&ab_channel=JAGS
Please, don't mind the audio quality - it's only in the video, not in the game.
Thanks @ChrisIceBox
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Not difficult at all once I understood how things work after months of digging ;) I have a separate UI for VR, which still is not fully optimized. On purpose, I didn't try to make the VR version physics-based. So it's re…
After deep reflection and another experiment, I concluded that it's better to have two Menu Managers and switch them "on the fly."
I managed to do this elegantly = without the need to restart AC when launching the application. I do it dur…
Thank you for all your answers.
The first line of code in the OnEnable method of my class checks whether a VR device is detected. This class customizes the behavior of Input/UI/Menus according to the needs of my project and is loaded with each scen…
I tried using the "Unity Ui Prefab" mode for world-space Canvas and it actually works.
But now I have a problem with replacing prefabs after launching the application.
I wrote myself a class for replacing prefabs:
using System.Collection…
I want my game to work on PC (flat screen) and VR - out of the box. For UI in VR, I'm using Canvas with render mode: World Space.
In the AC manual, it is written:
"If your Canvas' Render mode is World Space, you will need to use Unity Ui In Sc…
Thank you for your detailed response and for providing a solution to the issue I was experiencing with the Interaction menu.
After implementing the changes you proposed in the MenuInteraction script, the Inventory menu and Interactions element star…
Thanks for your response. I've followed your advice and I can see some improvement, but I'm still experiencing some issues.
Firstly, I have "Select Interactions by" set to "Clicking Menu".
The suggestion regarding the "Dir…
Hi Chris,
Thanks for the insights regarding the reloading of the Menu Manager. Currently, I only have one scene and I simply detect if VR is active, load the corresponding configuration into the Menu Manager, and then execute "KickStarter.Rest…
I've conducted a few more experiments. I have the old input system disabled. I removed the XR UI Input Module script from the scene to eliminate any potential conflicts. Thus, I only have the Event System, Controls Reader, and Player Input. When Pla…
My game is a First Person Adventure with optional VR. I achieved this by detecting VR headset connectivity. I've prepared two Menu Managers: a PC version (Unity Prefabs), and a VR version using "Unity UI in scene" with "World Space UI…
Hi Chris,
I have another problem that I can't seem to solve, and I need your help. The behavior of the OnMouseOverMenu event is inconsistent between the Inventory menu and the Conversation menu.
In the Inventory menu, the OnMouseOverMenu event is …
You are absolutely right, and I can't believe I missed such a simple mistake.
My OnEnable and OnDisable functions were indeed hooking into the OnMenuTurnOff event instead of the OnMenuTurnOn event. It's embarrassing how easily I overlooked this. I …
Thank you for taking the time to review the video and provide further assistance. I really appreciate your help, and I'm glad to report that I made some progress. Your script partially solves the issue, although I have encountered some additional pr…
Hi Chris,
I followed your suggestion and tried to implement the interaction without using any custom scripts. I added a "Combine" interaction in the Cursor Manager and the Interaction Menu. I also set up the "Combine" interactio…
Thanks for clarifying how the selection process works in AC. I have also read and tested the script provided in the AC Wiki page (https://adventure-creator.fandom.com/wiki/Override_inventory_clicks). It has been instrumental in helping me better und…
Turns out, the OnInventorySelect event works perfectly fine in a fresh, unchanged project's 3D Demo scene.
However, I discovered that it stops working once you switch the Inventory interactions to "Multiple." Doesn't that seem like a prob…
Thanks Chris! This script does the job. And I can easily turn off Conversation UI in the ActionList when I'm ready :) Cool!
I also managed to hide Timer Slider by adding:
(PlayerMenus.GetElementWithName(menuName, dialogueTimerElement) as MenuTimer)…