The script is attached to a prefab (the one with the containers, if you recall), maybe that's an issue?
Here are screenshots of the prefab, as well as the script attached to it:
https://imgur.com/nr2DspZ
https://imgur.com/VunrXbq
As can be seen in…
I'm struggling to show code properly, but hopefully this should be legible:
`using UnityEngine;
using System.Collections.Generic;
using AC;
public class StatUpdateExample : MonoBehaviour
{
[SerializeField] private List<Container> containers…
Ok, I found where to assign the ActionList.asset, but I can't drag my action list into the window. In fact, when I click the circle next to it there are no actionlist assets listed at all.
What am I doing wrong?
Update:
Ok, I solved the first part…
I'm trying to run an actionlist from a script, but I'm stuck here.
"This is more of a general C# question, but the most straightforward way is to create a public ActionList variable so that you can assign it in its Inspector:"
I copied y…
Great! I thought including Paused would counteract what I was going for, namely Preventing it from appearing during cut-scenes, but that was not the case.
Thanks!
I'm following these steps, as I don't want a certain menu to be available during cutscenes.
However, I need that menu to pause gameplay, and then I can't hide the menu again. **Menu:Change state -> turn off menu ** only works if I uncheck pause …
Version is 1.74.2... should probably update but have been postponing it...
This is what my settings look like:
(Image)
I don't see any option for "Play talking animations forever until user skips it?" but I would really like to uncheck …
Sorry, this is just me being silly again. There's indeed a "show cursor never" setting that I'd accidentally checked.
Never mind!
Edit:
Although it'd be nice if I could enable this together with the input method, so I don't need to have …
Ok turned out there was one more hurdle - when I test the game in the editor, everyhing works fine, but in the compiled game the cursor is not visible.
I haven't checked any "hide cursor" option or anything.
The mouse clicking itself work…
One obvious thing to check is whether the colliders actually collide, i.e. they share y-coordinates.
Another thing is to check that "is trigger" isn't ticked.
I know I also have to disable "directly-navigate"* for the mouse to work properly.
so this variable is called
AC.KickStarter.menuManager.keyboardControlWhenPaused
but how is it used in the script?
If I choose Mouse and Keyboard, the menus are navigated fine using the mouse, but the rest of the game reacts to mouse clicks as if I interact with the hotspot that the character is standing at (colliding with) regardless of where the cursor is, i.e…
Thanks for the clarification on toggle elements.
Well for the first part, I want to be able to control the menus with a mouse cursor (which is easy), but the rest of the game should be controller only (it should not respond to mouse clicks at all).…