Hello,
Thank you very much for the feedback.
1) The inventory not Drag/Drop now works flawlessly. Just a little question here: how can I disable combining them again? Just the combination, not the inspection.
2) Regarding the strikethrough we came…
I think I got it!! Let me show you my findings. Maybe this is what you meant. At least now it works so much better!
public class DynamicCharacterSpeed : MonoBehaviour
{
[SerializeField] private AC.Char character = null;public float moveSpeedFactor…
Hello community,
I've tried Chris' script. I've added it to the character and tried in real time the movements. Though it works, I don't see how I could link or modify the moveSpeedFactor through the animations. Maybe I'm missing something or a fun…
Hello Keks, thanks for the reply.
I found those part of a script in an old post before posting but I'm wondering if there's a way to maybe "delay" the walking using Sprite Complex or any other type of movement provided in the AC. It works…
Hello Chris! Fixed. back and forth means that after you drag the item to the arrow, and continue pressing down the left click, it would go to the previous page and then next indefinetly after 0.5 seconds or so. It's stuck on "isOver" and h…
You gave me a great idea with the "block gameplay" thing. What I did was Engine: Menu disabled, then run an animation, then enable the menu again, and finally turn off the inventory. That gave me the time I wanted before turning the invent…
Don't ask me why this set up works but here's the workaround for anyone wondering how to achieve such effect using Unity UI:
https://imgur.com/a/G82AWBh
"Objeto 1" is the background
"Objeto 2" is basically the highlight, but wi…
Hello Chris,
I haven't had the time to post here the results but basically the problems are now fixed. I'll post here how I did it in case someone else has this issue and want to come to this post to see how to make it work. The bottom line here is …
Hello Chris, That indeed made ir work. I will leave here the final script for future references on this matter. Thanks as always for making our life easier.
using UnityEngine;
using AC;
using TMPro;
public class InventoryItemDescription : MonoBeha…
Hello Chris,
Unfortunately I can't make it work, with the TMPRo or the Text itself. Here's my setup.
As for the console, I omitted in the screenshot the several debugs I put because unfortunately I'm not getting the item description pass to the Tex…
Hello Chris,
Thanks for everything above. I'm super close to making it work but I only see it on the console! :( Actually the idea is to show it in a particular place (a game object) which is the cards you can see in the screenshots (they are animat…
Thanks a lot for the reply. I will test it in a few hours. I have a couple of questions though:
1) We are making a multilingual game, so spanish and english are a must for us. What approach is better to link the language to the item description? Th…
Thanks a lot!! I following this advice and the one in this thread and made it work like a charm :)
https://adventurecreator.org/forum/discussion/10424/enable-disable-scrolling-text
Hello Chris,
We've tried a couple of hours for several workaround but no luck. First: this is not based on the UI, rather on the Inventory box. Those two "notepads" are two Inventory boxes. Second: I've tried the UI stuff but haven't found…
Thanks a lot Chris. I did it on the first scene (my Main Menu) on an empty object and then when the game starts, just this single line on an empty gameobject:
public class ShowWalkCursor : MonoBehaviour
{
private void OnEnable()
{
AC…
Hello,
Yes. Unity version 2020.3.20f1
AC version 1.74.0 (I have to update, I know).
First three screenshots show more in-depth the problem. I want to have the "little legs" (walk) icon all over the screen just for the gameplay scenes, whe…