Glad to see that for once my request wasn't a corner case scenario :)
Thanks for adding the feature!
Yet, that only works for hotspots (sure, that was the topic - yet!), would it be possible to add such extra to the Limit Visibility to Camera scrip…
Got it. This was... part of the other request, I thought having it separate would have made sense. But you're right, this is not a ticket/bug report system so it may be unnecessary.
Nope, I used the very same menu as the default one.
Weird thing is: i duplicated the save menu button, and now it works.
(maybe because the original one gets disabled by using the name?).
Yet, it saves the game in Unity, but does nothing on Android…
Sounds great!
I was already reinventing the wheel by building a parallel drag-swipe-snap system, but knowing that it's going to be released natively sometime soon, is going to push the subsystem creation a bit down in priority in my tasks :)
Thanks…
Or,
AC "design friendly" solution (so that is in line to other similar scenarios):
Player has a "Appearance" field with 2 popup options:
* SkinnedMeshRenderer (implemented as it is right now)
* Custom
This time, setting it to…
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working like a charme! Thanks again Chris! :)
This finally wraps up the entire vase puzzle chapter :D
...but the head glitch when picking up those from the room.
I will provide more info on the appropriate topic :)
Thanks again for such a …
I see.
Personally, I believe that this kind of "silently autoconfiguring behaviours" are a bit confusing, and undocumented. At least, to me.
Some users not so familiar with coding may consider it useful.
I'd rather check myself that fla…
My bad, I didn't realise ActionList and ActionListAsset actually had a Run (Interact) method. Which is basically what I was doing, but passing through an ActionListStarter method and calling its RunAllActions method.
Apologies, what I was requestin…
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Could you please add such scripts to the class? That's the actual request. Since it only has about a single (maybe 2) methods, there's plenty of room to add basic functionalities.
Personally I changed a few fields from private to protected …
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Oh my, I totally missed that! thank you!
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Will use that workaround, thank you :)
yet, even at low priority, I'd love if this tiny issue was handled by the engine itself.
I assume it should require a few more checks (checking for null…
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woa. I was getting crazy, I really had no idea about the reason sometimes the RB was set to kinematic, other times identical puzzles with different track pos weren't.
I should correct the above post: if you set the track amount to anything …
Here's a video link showing snapping, rotating, parallel scripts triggering inside the same action, to keep the construction of each puzzle as simple as possible :)
Quite happy since everything is a prefab now (lost some time to figure out I had to…
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Yup, I've just double checked as well. Actually, I mostly use the positionY constraint to avoid object to fall off.
https://docs.unity3d.com/ScriptReference/Rigidbody-constraints.html
Yet, the rotation constraints are in local space, so no …
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Sounds cool!
I was wondering if future versions could split up the AssignConstantIDs:
`
override public void AssignConstantIDs (bool saveScriptsToo, bool fromAssetFile)
{
if (saveScriptsToo)
{
…
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Thanks!
I already wrote my first Remember script a while ago when trying to implement Puzzle Creator (that's where I added to the wishlist to be able to hook into the "autoadd" Remember Components list, to also add custom Remember…
Please let me recap here lots of shared settings:
Settings Manager:
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Inventory Manager:
Small Vase Inventory Item:
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Medium Vase Inventory Item:
Big Vase Inventory Item:
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Custom Inventory Properties (current…
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Unfortunately, it didn't :/
Yes, that was pretty obvious I had to use different topics, I tried to mix them since they were all sharing the same assets/ configurations/ steps used in other topics I opened.
I'm not sure I'm going to be able…