Thank you so much for your help, Chris, that worked. The only problem is I realized I also needed to select Give if hotspot was a Character and interaction was unhandled, so using your example I added a few lines and got it to behave like I needed:
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In my actual game, I have a cup of coffee and a woman. Player needs to combine coffe with milk (which works fine), and then drag it onto the woman to give it, but I get "use" instead of "give".
"Give" works if I have &…
I realized when I fiddled with the settings the last time I had turned off set first use interaction as default. Turned it back on and now I can left click to the default interaction. So everything is working as it should.
I think I had a mix up, s…
I just tried the demo with the nine verb template all set up and it was the same thing. The tyre swing has a default use and a look at interaction. If I click on the hotspot, I get the default use interaction, which is fine, but if I go ahead and cl…
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Yes, I was able to! Sorry I didn't clarify, but the problem with that was that it overrides all other interactions, including unhandled ones. Will try the demo.
Hi Chris, just an update on this. We moved the project to 3d and we are not dealing with the talking animations just yet, so that's why there were no news... but I have another little project in 2d with AC 1.71.8 and I have my player all set up with…
(Just to confirm I went back to my backup with previous versions of Unity 2019.1.9f1 and AC 1.70.4 and everything is working fine now, tomorrow I will see if it still works updating AC but not Unity)
Hi Chris, I couldn't get it to work. It crashed Unity as well. But I fixed it (I think), so I'm writing down what I did for posterity :# :
-I use interaction method: Choose hotspot then interaction
-My interaction menu is empty, but it's there so t…
Ok, this is what I got:
Turned off Hotspot Player
UnityEngine.Debug:Log(Object, Object)
AC.Hotspot:TurnOff(Boolean) (at Assets/AdventureCreator/Scripts/Logic/Hotspot.cs:673)
AC.Hotspot:TurnOff() (at Assets/AdventureCreator/Scripts/Logic/Hotspot.cs:…
I don't have any remember components in the player or its children, and I am not using player switching. I think I never saw the auto-sync hotspot state option.