Actually, I still have an issue, do don't ignore this :)
I'm trying to get this conversation showing in a certain menu, but the default Conversation menu keeps showing. You can see the issue in the screenshots below. I'm using Open in Set Element i…
Thanks Chris. I wasn't thinking of an enforced change, but perhaps rather just a tick box showing in the Hotspot settings when the user chooses "Show icons in world space", and tick box just says something like "Match CentreOverride r…
Ok. The box in this image was the issue. Unticking it caused my coded actionlist to move the player. This is down to my understanding of the workflow, that is I assumed that my coded actionlist would overwrite the settings on the Interaction entry o…
Thanks Chris. I think I found the issue, though it's raised others.
In order for the Button parameter, that is passed by the OnHotspotInteract event, to have a non-null figure, I had to create a new Use Interaction on that hotspot. The values in th…
Thanks Chris. That didn't solve the problem I'm afraid.
There's no blue line. At least, if there is, it must come and go quicker than I can see it. However the player does turn to the hotspot, and the only thing that I have in that code block that …
How do I change that in code? I couldn't see an obvious way.
I have tried setting the game state to cut scene via code prior to defining and running the action list, but that didn't work either. Neither did moving the player via code via setting…
Actually, I think it may be my understanding of the function rather than a bug or valid query.
If I use the following, it appears to work as expected.
KickStarter.player.Inventory.Add(new InvInstance(KickStarter.inventoryManager.GetItem(inventoryI…
Or,thinking about it, I could use readable inventory items of a certain category, and show the names as buttons and the inventory items text as the body of the screen for the user.
Good point. So then I'd just need to factor in some kind of placement shader, so the player can move the proposed position marker around. Then have the real object teleported to that location and replace the shader object.
Chris, I'm so sorry. I think this was me.
For some reason I had multiple Footstep controllers within my player prefab. My debugs were flagging up the right info, but on the wrong components.
I've removed the errant components and it appears to wor…
Not really. What seems to happen then is that audioSource is then never set on line 87, leaving it Null. This means that the null check on line 89 triggers, but can't assign an audiosource to audioSource as there isn't an Audio Source component on t…