Thanks Chris...this works perfectly. :)
using System.Collections;using System.Collections.Generic;using UnityEngine;public class SkipMouseClick : MonoBehaviour{ public void SwitchToClickOff() { AC.KickStarter.speechManager.displayForev…
Thanks Chris. I had checked the AC_Trigger in the Gizmo dropdown, but the problem was some how the trigger was so large, that I was "inside" the collider. Once checking the collider scale, I found the issue.
Thanks again for taking the t…
I am by no means an AC expert, but I set up something a little like this by setting up a few variables.
example: set a variable called Head (true/false)...then another for Helmet (true/false)..then within the ActionList use Variable -> Check for …
I learn a lot by reviewing posts here in the forum.
I followed what Chris suggested and I was able to have a TestMenu appear after selecting an item in the inventory.
I uploaded a screen shot of the Inventory menu and the ActionList I created as a t…
My rookie mistake...thanks for pointing this out Chris.
When I upgraded AC to 1.77.3 I guess it changed back to the default MenuManager. I changed back to mine and All Is Good...thanks again.
Thanks Chris, and yes I did a full AC import (note to self, always do a backup first...LOL). I guess I did not realize the name was classified as a submenu. I found what needed to be adjusted (image supplied in case anyone else needs to know).
THA…
Thanks Chris. I was thinking I could use the above process to give a response when the wrong item was trying to be used on a hotspot. I reviewed the manual a little more and found the simple answer was to use Unhandled Inventory Interaction. This…
I am by no means an expert at this, but this worked for me.
I did a Variable:Check and then added the Object:Animate
I posted an image to help clarify. Hope this helps and I'm not too far off.
Image: https://imgur.com/MBPVMic
Thanks so much Chris....this works perfectly. I have three vases in the scene that need to go on specific pillars so I was able to assign a variable to them so as to check when all three are in the correct spot...and in-turn, perform a certain acti…
If I'm reading the thread correctly, I believe an example of something similar to this is shown in the Adventure Creator: First-person primer (https://www.youtube.com/watch?v=CimRAPhQvAE&t=352s) and time marker 37:06....hope that helps
OK, I found out what I did. Somehow I changed Movement method from First Person to Point and Click (https://imgur.com/jAAiuHG). I was going to delete this post, but figured I would leave it just in case someone else had the issue.
Here is a screen shot of the game 'in play mode'. The game view looks like a 2d game, but this is 3d first person
https://imgur.com/3LDJp7P
As in the earlier post, everything was working...until I clicked on something/somewhere. I know, very ro…
I went ahead a did a build and the cursor acts as it should. I tried both Play Focused and Play Unfocused and I was experiencing the same issue. It is not a big deal at this point since it works fine in the build. Thanks for all your thoughts and…
Thanks for your reply, I really appreciate it.
I have a Toggle Cursor already setup from one of your tutorials in order access the Inventory items in the upper Inventory menu. Here is a screen shot of my Project Settings for inputs:
https://imgur.c…