As you have Mouse clicks have default functionality?, you'll need to make sure you have inputs named InteractionA and InteractionB listed in your Input Manager.
To have these be triggered with left- and mouse-button clicks, set their Positive butto…
It'd be possible with a custom script, though the dealing of angles / rotations would be a bit tricky.
If you use a script that's set to execute after AC's Char script, updates made to the sprite child's Transform made in LateUpdate will be called …
A brute-force approach is to read the value of RuntimeInventory.HoverInstance each frame:
private InvInstance lastFrameHoverInstance;private void LateUpdate (){ if (KickStarter.runtimeInventory.HoverInstance != lastFrameHoverInstance) { …
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It's possible to set your InventoryBox element's type to Custom Script, to allow its click functionality to be completely overridden, but you might get by with just having a simple script that automatically combines an item with the active H…
Do your Menus rely on Unity UI?
Share a screenshot of your Settings Manager.
Also, try running the 3D Demo - you'll need to assign its Managers beforehand, and re-assign your own afterwards, but that should help determine if this is a Manager issu…
Ah, recreated the trouble. Apologies, it is indeed a bug.
I'll provide a robust fix in the next release, but in the meantime you should be able to get by by opening the LinkVariableToAnimator component, and renaming its OnEnable function to Start.
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Can you double-check that the Animator in your video is synced properly with the Animator component in the scene? The Animator window's lack of a "state timer" running on a loop indicating the active state suggests you may be view…
It's possible to limit a Conversation's option's display based on whether or not the Player is carrying a specific item.
If individual Notes are actually Inventory items, then you could consider creating options for each clickable Note response - a…
Happy new year @MoCohen.
There's not much to go on, but the first thing I'd recommend trying is to create a fresh scene with your game's Managers still loaded. If you can interact with a simple test Hotspot, then that would indicate the issue migh…
Welcome to the community, @DeathBiscuitt.
You'll want to rely on Global Variables to keep track of such things - these can be accessed at any point in the game, and will have their values saved automatically in save-games.
For example, you might h…
Not for that specific hover situation, but there is a general-purpose OnMouseOverMenu event, whose parameters can be used to filter out unwanted calls:
private void OnEnable () { EventManager.OnMouseOverMenu += OnMouseOverMenu; }private void OnDisa…
Most simple way to my mind would be to scroll the camera, not the text. Add a UI Canvas to the scene, adding Text / Image objects stacked vertically, and then use Animation or Timeline to move the camera down.
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Sure is!
I can confirm that the next release will cause such lines to be listed as separate entries in script sheets.
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How many Players are assigned in your Settings Manager?
When a line is marked as a "Player" line, but no specific Player…
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The "Trigger check to start animation" should not be necessary, no. That's the intention behind Link Variable To Animator - once the variable's value is changed, that should update the Animator.
It'll only do so by updating the p…
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Do you mean "check"? The paragraph above this mentioned unchecking it as well.
The 'Player' lines have separate audio for each Player? option affects much more than how the script sheet displays - so it's important to set this to…