The invisible icons has been fixed by unticking the Hide cursor when locked in screen centre? This combined with _Display Cursor: Never _allows the icon to only display when the inventory item is selected.
And so the icon moving around I think is …
Ah, no longer a problem. After I posted this last reply, I found that by just a closer matching of the threshold values for transitions between blend trees makes it work a lot more reliably - no additional script required (the Slope Speed Control sc…
Sorry, I was going to try your script but I'm getting this error:
Assets\Eden_Game\ScaledVerticalMovement.cs(1,6): error CS0116: A namespace cannot directly contain members such as fields or methods
VerticalMovement never goes above 0.02 (or -0.02) I don't think (it moves very fast at these lower values, so it's hard to pinpoint). I've paused it a few times and that's the highest I've ever seen it.
I may have the Parameter/Threshold too high …
I'm having a hard time getting vertical movement to turn positive. I can get it to turn negative a small amount, but it seems to be not enough to use Vertical Movement on it's own to activate transitions, so I've added an extra OnStairs bool to make…
(Quote)
That's right. At first I thought it wasn't doing anything, and that's because:
(Quote)
I was viewing the ActionList asset - I wasn't aware that a runtime instance was generated. I see that it actually does work now, but I have to quickly ca…
Oh man, sorry Chris, the stack overflow was just a stupid error by myself - somehow I was looping the remove item action back on itself :/
So, back to the parameter thing. I have an action list asset that is run by an active input (it is the "…
Actually, it does work in a scene action, but not in an action list asset. That is, the current value visibly changes when using a set parameter action in the scene, but when running an action list asset it still displays the same default value.
It…
@shredingskin If you want a trigger to detect the player, try putting an extra collider on the root character object.
Or, you can set the trigger to detect a certain object instead (using transform position), where you can specify the capsule colli…
In the Engine: End Game action, you can select Reset Game. This should reset all variables, object positions, materials, inventory etc to their "default" values. Hopefully @ChrisIceBox can confirm this, as I plan to to use it for a Main Me…
Both Local and Global Variables are saved automatically. Component Variables require the Remember Variable script.
The component variable is it's own thing, separate from Global and Local in the Game Editor Tab.