Okay - I figured it out. First make a new menu that just has exit text. Then in the trigger, turn on the menu with the trigger type as "on enter" (default). To disable when leaving the trigger, apply the same AC_Trigger Script to the trigg…
The bit I can't work out, is disabling the text again if the player leaves the trigger. Perhaps I need to set up a local variable to check if the player is in the trigger or not. If true, display text, if false don't.
My bad - I renamed the file and then misspelled the new name in the code. I really must get stronger coffee ~O)
Thanks for the script by the way - now my character can open cupboards and doors without having to resort to telekinesis.
@klarax Good suggestion with the trigger, there - I knew a trigger would come in somewhere in this situation .
I'm also going to try and implement the FinalIK Interaction system, now I have Snebjorn's script working. FinalIk has Interaction Trigger…
Thanks Chris, but I already have the detection method to Player Vicinity, Nearest Only. See, the hotspot detector will just pass right through the desk, and activate the drawer hotspot. It's not a game-breaker or anything like that, it's just that I…
I get this when I put Snejborn's script in the Actions folder:
The script 'C:\Users\Deckard\Desktop\MyGame\Assets\AdventureCreator\Scripts\Actions\ACFinalIKInteraction.cs' must derive from AC's Action class in order to be available as an Action.
…
Ok, it's now working, with some small changes:
Pause, Save & Load Menus are Adventure Creator.
Every other Menu is working fine as Unity UI (some I haven't tested yet, such as containers and dialogue). I'm happy with that - as long as it doesn…
No problem with Demo manager when switched to Unity UI either. I guess the menu buttons have become unlinked as @klarax suggested. I'll copy the Pause Menu from the Demo Manager then for now - maybe the solution will present itself eventually, thank…
Well I tested it anyway, and there is no problem with the demo Menu Manager - it even doesn't have that issue with the cursor being able to highlight the buttons, like in my unity ui version. I also noticed in the demo version that my InteractionA (…
According to the Event System the buttons use submit, yes, and the menu hasn't been altered in any way. If I switch back to the Demo Menu Manager, will this effect the Inventory I made in any way? I doubt it since Inventory has it's own manager, but…
Ok, it's still not working. Following your advice, here's what I did:
Dragged the PauseUI prefab into the scene, and reassigned all the buttons to the relevant "linked button" fields of the Menu Manager's Pause elements. Dragged the ui ca…
It used to work before the recent update btw.
Anyway, yes, I am using Unity UI menus. In my settings manager my Input Method is Keyboard or Controller, with the appear type of the menus to "on input key." Also of note, the menu still wor…
Turns out it's not the TPC either, so to combat the issue I've used AC's object: call event in an on start action list asset, which calls a C# script to make the cursor invisible. It's working for now, but it seems messy.
Thanks for the links, Chris, I checked them out and tried the solutions, but to no avail. However, after loads of testing, I think I've discovered it's actually Opsive's Third Person Controller that's doing the cursor activating thing. I'll let them…
So how would I prevent the Event System reacting to the mouse? I'm looking at it now, and there's the Standard Input Module. Should I make some new Inputs that only refer to the Keyboard and controller instead of the standard Horizontal/Vertical, th…
Ok, I've put two videos together (don't worry, they're very short):
https://www.youtube.com/watch?v=tJQ02H_cZEw
This first one shows a totally empty, brand spanking new project, with only Adventure Creator imported. Using the 3d Basement demo, I'v…