Forum rules - please read before posting.

Divaraf

About

Username
Divaraf
Joined
Visits
747
Last Active
Roles
Member

Comments

  • 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).…
  • Ok, I fixed this myself. I put an additional Menu:Select Element when turning on the menu. No idea why it's not enough to use the check box that already is in the inspector, but now it works!
  • Just popping back in to say that I found what caused the error for me: In some cases, a hotspot could be interacted with while the character was standing on one of the triggers that constrained movement. If the character was then forced to move to a…
  • Thank you. How do I tweak the Idle<->Walk threshold value?
  • But will that make the character stop moving? I don't want my character to treadmill-walk against an obstacle, because that looks strange and unrealistic. I want the animation to cease. So Rem's solution works perfectly for me because the character…
  • Hello Rem and Chris, I'm also using Rem's method with triggers, since I don't like the jerky, bouncy movements the character makes when stopping at a collider. My first note is that I can't use both an enter and an exit on the same trigger, but I s…
  • Thanks for quick replies. When I work with a Unity UI I open a new scene and put the stuff together there, but if I am to add labels using the AC menu manager, how can I see what I'm doing? The game window doesn't show the UI like it would when the …
  • Thanks, I'm switching to Unity UI then. A few pointers to get me started; with AC menus it was easy to show variables in labels (with [var] etc), but what's the quickest way to do the same with a text object in the unity UI? Or can I add AC labels …
  • Ok, solved it, didn't see that I needed to specify where the Animator was located ("if not on sprite child") All good now!
  • Ok, so I followed your instructions, and it did indeed solve the conflict with the animator and the follow sorting map, but now the game doesn't seem to find the character's loops, because it's just constantly walking (instead of playing idle and ta…
  • I use AC 1.74.2 and Unity 2020.3 I used the character wizard, so the Follow Sorting Map is attached to the sprite child, as is the animation. If I uncheck the Follow Sorting Map, the character will move up and down correctly as it walks around. Wh…
  • Ok, I see. Yeah it makes no difference if I remove the Sound component.
  • The only remaining issue here is that it seems I still have to choose between having empty container slots properly highlighted (when navigating the containers), or having the inventory items re-arranged automaticlly instead of leaving gaps when one…
  • Yes, finally! Simply putting the containers as a child of the player prefab did the trick! This was exactly the quick and easy solution I was looking for :) And your warning about consistent use of the player prefab is noted.
  • Hello, ok so I took a break from this particular issue to get some progress done in other areas. The problem persists, but one discovery I made is that the container item is saved/load properly only in the first scene I load the game in. So wheneve…
  • Hello again, Just updating to tell you that the save system works perfectly for some scenes, and not others. The Player is a prefab that is spawned into all of my scenes, but if I do place it manually into the scenes where it previously didn't work,…
  • I've dug this up because I want to know if there's been any updates here. I have a similar situation where I use child objects attached to the player character, working as equipment/clothes and stuff. The reason I want to check with you again (ins…
  • I can proudly announce that I solved this myself! I tried to find what changes occured when the cutscene ended, and realised that I switched to another camera; this camera had a z-depth that would place it "inside" the particle system, re…
  • I make it visible in an action list (object visibility), via the use inventory object. I make it invisible using the script StatUpdateExample, in which I disable the sprite renderer every time a container is emptied. It works splendidly, but I can'…
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.