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Dev_Martas

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Dev_Martas
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  • The global variables do. But now I checked the Safe File Manager, and I see I have double variables for the sounds and music. That's probably the cause. But now I am totally confused how did this happen. (Image)
  • Windows. I checked the Player setting but didn't find anything there. Somebody online said that turning it off during the splash screen is a paid version feature, but I have no idea if that is true.
  • This is the ActionList on change of the SFX slider. Music one is done the same way. (Image)
  • It doesn't show anymore. Works for Editor and Build. What does it mean - is something somewhere causing the cursor to reappear, or is it actually missing somewhere where it should be? How can I implement this globally in the best way? I attached it…
  • Not that I know of. I only have the Unity UI cursor prefab, there is no copy of it in any of the scenes. I didn't do anything with cursors besides this.
  • It is in both Editor and Build. Even though the "Show system cursor in Editor" box is unchecked.
  • I have an issue with the system cursor appearing over the Unity UI cursor in the built game. I have checked "Replace mouse cursor" in the Cursor Manager, but I am unsure if that has any effect since I am using Unity UI. Also, during the s…
  • Thank you, Chris! Both issues are solved now! I had a copy of the cursor on the scene where I was testing the changes, and I think both the prefab cursor and this scene copy were running at the same time, and that's why I got the doubled animations.
  • Thank you, Chris. The cursor ID changes now; unfortunately, when I create a transition in the Animator based on CursorID, the animation from the Default state does not disappear and stays on the cursor while the new animation is played over it. And…
  • Here is the script in case you need to look at it: https://paste.ofcode.org/37yGCZhDeDhV84QXAUQPC2V
  • My Interaction method is based on a custom script. Checking Single Use Interaction in the Hotspots has sadly zero effect on the parameter :-( But when I switch to Context Sensitive, it works. However, I heavily rely on a custom script (provided kind…
  • Edit: The editor crashed and the project got corrupted. I had to reload from a backup and set this up again. Now, the CursorID parameter does not change at all. The InvenotoryID, Click, and IsOverHotspot work all nicely, so I don't understand why Cu…
  • I set it up, hopefully correctly? But when I hover over the hotspot, the parameter in Animator just very quickly flickers and then immediately changes back to -1. (Image)
  • I figured out the problem is not really in the trigger but that the Object: Animate action does not change the parameter in the animator for some reason. It does not work even if I put it into OnStart cutscene. I thought this was pretty straightforw…
  • I have a question about the best practice for changing the Unity UI cursor over certain hotspots. I want the cursor to change into a specific "exit" animation over the hotspot that marks the exit from the scene only. I figured the best wa…
  • It finally works! I had no idea I could also animate this way. Chris, you're the best! Thank you so much! :-)
  • Ah, I just noticed that when I drag the sprites into the animation, a sprite renderer gets created in the parent object. You wrote that it conflicts with the Image component in the child and should be deleted. But then the animation calls error spri…
  • Thank you, Chris, I have all of this set up, and I am familiar with basic Animation workflow - I would not be asking you for that. The problem is that despite doing what you just described I am still getting the white square. Is the problem maybe ca…
  • Yes, that is exactly what I want to do and what I'm struggling with. The whole cursor should be controlled by the Animator, but I cannot figure out how to connect it.
  • Thank you for your patience, here is the prefab's Hierarchy: (Image) Inspector of the parent: (Image) Inspector of the child:
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