Thanks for your response, Chris.
Yes, having the player already in the scene rather than spawning in does fix this. Everything works as intended when an instance of the player is already in the scene.
I would still like to look into this a bit mo…
Thank you! Apologies if it's just something on my end, but I had been trying to figure it out for a good bit and just wanted to make sure it wasn't something along the lines of it being unintended behavior with the actions themselves.
Hello, I am having a bit of an issue but decided to follow up with it here as so it would be easier to follow with my setup above.
I am dropping an object from my inventory that has a child Trigger on it. On the child's Trigger I have a 'Remember …
So the reason the prefab's ConstantID wasn't being set to 0 automatically was I built my object in the scene and assigned all components in scene (so Remember Hotspot, Transform, etc) and that of course automatically sets an ID. Then when I prefabb…
Thank you Chris! Resetting the components to 0 did it! I must've missed that a prefab had to be set to 0 to generate a random ID on spawning into the scene - I didn't think it mattered so my mistake.
The first image was taken in the project windo…
Hey Chris, thank you for the response!
So I did change it to Automatic but the same problem did persist. However, I did notice that each instance of the Floppy that is dropped has the same exact ID number instead of each instance being unique.
Wi…
Sorry for the delayed response, hadn't had a chance to touch this project until today!
Using the parameters for dropping the Inventory objects work like a charm. I can pick up any object and drop the correct one using them, thank you!
I ran into …
Thank you for the help!
Yes, the ActionList does run correctly after assigning a 'Drop' Active Input (the 'G' key for this purpose)
So then, thinking out loud what I would need to do to make this work completely the way I was intending would be to…
Apologies for the lack of clarity: yes they walk underneath the steps as if they aren't there and try to get as close to the player as possible. Everything is fine with following the player until I try to go up the stairs. I confirmed there is no …
Alright thank you! For the time being I stuck with each prefab being a different object, and everything else is working as intended. Would love to see indefinite amounts in the future, thank you!
Thanks for the response! I believe the marker already keeps its rotation at (0,0,0) but I will double check tonight and try what you suggested.
You are only able to pour gasoline a limit of 5 times, so I can definitely make 5 different prefabs and…