Apologies for the confusion in the original post, my own confusion made that messy, haha. The post title at least had the right idea.
Script is working whenever the variable is updated, thank you so much. This works for the UI I was thinking of, bu…
Ah! Egg on my face for looking at the wrong script the whole time. Unfortunately even with the correct script I'm either missing a step or just don't understand how to get the function going. As a test I threw a cycle button in my menu and an animat…
Posting my solution in case anyone else runs into a similar issue and finds this thread:
My custom EventSystem (not the default used by AC) needs the input system integration script posted in the OP. This is used for moving the character.
It also n…
I had to use custom EventSystem without the optional mouse input module because having it on would give me this error:
https://drive.google.com/file/d/1uFr_LqnVCpMYtSowcrjG1qmdrhCgac_w/view?usp=sharing
Menu is set to pause the game. Not sure what y…
Oh wow, I definitely would have never thought to use the OnMouseOverMenu event here, thank you so much for the help and script base! Tried it out and it works perfectly :)
Heya @ChrisIceBox, just coming back to this after the update. My menu is using the arrow keys to navigate so I could easily set InteractionB to be left however InteractionA is used as the confirm button so I cannot change that to be right. In the me…
Hmm perhaps I'm not explaining this well. I'm not asking about items arranged in a line.
Let's take the example back to the languages. Say I have 20 languages and I'm clicking through and accidentally pass the language I want. It sounds like AC doe…
I am essentially making a password puzzle where the player is presented with a menu of 10 items. Each item is just a text field with a number. Moving up/down will simply navigate through the menu but pressing left/right should cycle the number on th…
Unity: 2019.4.17f1 AC: 1.72.4
All the animations are a part of the menu, yeah. Keeping the pause game toggle on and setting the menu animators to unscaled time works perfectly <3
Thanks again Chris!
Got that navmesh going and my follow character is working excellent! but now my direct movement protagonist goes right through those holes, hehe. Was there something different I needed on the setup to make sure the direct control character is still …
Oh, I will definitely try that! Since I was using direct control for the player I figured it wasn't needed but that totally makes sense for the following NPC.
Ah actually, I had the rigid body set up but the character was not actually moving with it. In the physics settings I needed to enable "Move with Rigidbody 2D". Doing that mixed with "Continuous" setting in the collision detectio…
I found the issue. In settings I had "Turn instantly when under the player control?" toggled OFF. Which was not only giving a weird drift when going in just two directions but was causing that direction to change sometimes like in that gif…
Really appreciate the quick response and script edit, but I seem to still have the same issue. The only time the angle freedom stops the swap on up and down is if it's over 90 (which then stops the swap altogether)
https://drive.google.com/file/d/1…
In the Manual I actually found this script: https://adventure-creator.fandom.com/wiki/Frame-flipping_for_Sprites_Unity_Complex_characters Actually pretty nice since it saves me from needing that direction layer in the animator but still has the unfo…
@ChrisIceBox heya! sorry to bring up such an old thread but I'm having this same issue here and I'm wondering if there is a better solution made since this thread. I cannot use fleppy's solution since my animator setup is slightly different. I'm bas…
Thank you! I am using Unity UI for the subtitle display.
Unity version: 2017.3.1f1 (suppose I should update before I get too far into this prototype)
AC version: 1.65.2
1 & 2: Oh gosh, such an obvious and easy fix, haha. Yep that instantly fi…