The inventory selecting issue solved by checking Always reload scene when loading a save file? . However, it seems caused another problem: it doesn't store the camera before I save the game, and it defaults to the main camera when I load it. Anyway,…
I solved it by deleting the AC subtitles menu and making another one, which has exactly the same settings, but the new one worked. Weird. But thanks anyway.
One more question, sir. How to make the count number invisible when I right-click to deselect an item? Currently it keeps showing on my cursor and will update when I select another item.
I created a new project and import AC only and did it in prefab mode, tried both legacy and TMP and still can't work. Clicking the circle to the right shows only "asset" tab and there's nothing under it. If I create a text asset, I can ass…
I created a text child under the CursorUI prefab and but I can't assign it in the Item count Text, I can only assign text asset in my project, which won't display in my game. What should I do?
https://drive.google.com/file/d/1MHn6ijwbCqtmdWQ0DSAMQn…
I made it! I added all the AC inputs, including CycleHotspotsLeft and CycleHotspotsRight, which were not listed in Setting - Input, problem solved.
Thank you so much!
Thank you but sadly, it caused an initialization error, everything got stuck at the beginning of the game.
I hooked it to an empty object, then I received this report:
ArgumentException: Input Button ToggleCursor is not setup.
To change the input…
I'm using the Input Manager (old), I didn't assign mouse0 to InteractionA, I just assume that the left mouse click works just like InteractionA by default.
I mean, if I unchecked Mouse clicks have default functionally?, I can't click the AC menu. (I…
I solved it. By removing a "Remember Transform" component from the trigger under the sprite child.
Sorry for asking a wrong question. I know it's so weird :D
Setting character evasion to None can solve the problem :D even though I don't understand the logic behind it.
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Nothing changed in the inspector.
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This is so good!
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It will report compiler error if I do that, maybe it's too …
Yes! This is the case! I know how to fix it now.
I teleported the character to a marker at Z axis value 15, and then made him walk to a marker at Z axis value 0.
Thank you so much!