No, they don't both need to be true. The conditions should be:
* If both are true, the scene resets (puzzle NOT solved).
* If either one is true, the scene resets (Puzzle NOT solved).
* If both are false then the player will move to the next scene …
First, the game crashed and then started displaying unlimited red errors, turning all scenes black. In a panic, I deleted the game and pulled the latest repo. That happened on Linux. Today, I tried again on Windows, and while I didn't get those erro…
Yes, I'm using URP. Replacing the light with UnityEngine.Rendering.Universal.Light2D is causing issues and errors. Is there an alternative method that allows me to keep URP?
Thank you for sharing the script, Chris.
I attached the script to the player's prefab, but I can't drag the flashlight into the normalLight or hotspotLight fields in Unity.
Regarding tags, should I create a new tag named "hotspot_facing"…
I created a second flashlight attached to the player to face the hotspot. Then, I set up a Hotspot: Interact event and used Object: Send Message to turn off the first light and turn on the second. It worked, and the flashlight beam now faces the hot…
No, it's not positioned through animation. This approach seems doable. Could you elaborate on it further, please? Do you mean I need to place a 2D light in the scene and hide it, then make it visible when the player faces the hotspot? If so, how do …
Yes, it's a 2d light sprite attached to a child object of the Player https://prnt.sc/qBhtsUwyl97i https://prnt.sc/srij-h_jpFq6
It's positioned in front of the flashlight the character is holding.
Thank you for the advice! Here’s what I did:
* Activated the "Up" direction in the player's settings. https://prnt.sc/fWf4pQbVU4no
* Added a one-frame animation (facing front) to the animation controller and named it Nora_Idle_U. https://…
In the Hotspot Interaction's properties, you can set the Player action field to Turn To Face to have the Player face the Hotspt.
* This was the first thing I tried, but it didn’t work because my game is restricted to Left and Right movement only. H…
I used Character: Animate to change the character's animation and it worked. However, this approach requires setting it up for every hotspot individually. Is there a simpler solution?
Worked 100%—I really appreciate your help, Chris! I can confirm that the puzzle is now working as intended.
Final working script for reference:
using UnityEngine;
using AC;
public class DialInputs : MonoBehaviour
{
void Start (){ AC.KickStarte…
My current Unity inputs:
https://prnt.sc/M4Xv4UKGmJii
https://prnt.sc/6kqCREumKW_P
https://prnt.sc/3976hBVuBlKF
My final script:
https://prnt.sc/Kq6_cHlch4JY
Great, thank you, Chris! I can confirm that the script is now deactivated after closing the puzzle menu.
However, I have two minor issues that I hope you can help me fix:
* When I press "Up", I only hear the key press SFX, but the number…
Thank you, Chris. When I use your original script I always get this error:
error CS0111: Type 'DialInputs' already defines a member called 'InputGetButtonDown' with the same parameter types
Thank you, Chris. Unfortunately, this didn't work. I tried other methods as well, but none of them were successful.
On top of that, I discovered another issue—when I press the "Down" key, the dial numbers go up instead of backward, just l…
I tried deactivating the script using this approach, but it didn't work:
* I converted the GameObject (with the attached script) into a prefab. Then, I moved it to the AC Resources folder.
* In the puzzle menu, I used the following actions:
On menu…
I managed to fix the problem by changing the Active Input to trigger when the game is both Normal and Paused. However, I discovered a bug related to the script you provided. When the script is active, and I cancel the puzzle menu, all hotspots in th…