Hi Chris, I've updated to AC 1.85.1 and solved the issue.
(Also I failed to mention in the last message I updated to Unity 2022.3.62f2)
I was working under the assumption I had successfully added the 'RememberSceneItem' component to the item's prefa…
I tried using the Inventory: Scene Item action and followed your tutorial to the best of my ability, but I've encountered some hiccups.
In the 'Use' Actionlist for that game object, (the one that removes it from the scene and puts it's inventory it…
Hi Chris,
I backed up my project and updated to AC v1.85.0. Still using the same version of Unity. Going back to the Event Editor after a long break, I need some help ironing some things out, in regards to setting items from the held slot to be held…
Hi Chris, I made these changes according to your instructions. The first part works great, but I'm having a bit of problem getting the second part to work. When I create the Object: Add or Remove action, I cannot actually use the 'inventory item' p…
Thank you so much! I followed your instructions and it works exactly how I wanted it to. I'm very grateful for how often you respond on the forum, I genuinely don't think I would've been able to make actual progress on my game without your help.
I …
Hi, sorry to pick this back up again, it's been basically a month since it was settled. It's not that this solution doesn't work, but after working with it for a little bit I realized how unfeasible it would be to have to animate a left-facing copy …
Solved! Thank you so much for your help. I found the root of the problem. It was a lot more simple than I was making it. I originally had 'Facing directions' set to custom, with only two options, left and right. My thinking was I should have it set …
I followed your instructions and it does work, however for some reason the same problem occurs when moving straight up or down. I'm not sure why this is the case, since I made very certain that the direction only switches from right-facing to left-f…
Thanks to your insight, I've solved the issue!
The problem was two-fold, caused by both the polygon colliders I had used to restrict the playable area, and the interactable boundaries I had put on the objects. In my troubleshooting, I had only remo…
Hi Chris, thanks for the swift response.
I've done a lot of troubleshooting since reading your reply, to no avail.
From what I can tell, the interactable boundaries don't factor into it at all. I removed the interactive boundaries, and it changes n…