Thanks Chris. Will take a look and see if that exposes the hot-spot game object and or its components.
If not I'll go back to passing values via AC variables but it doesn't feel nice having anotger layer between components to move data through.
Thanks Chris. One more thing on that note. Is there a way for an interaction Menu (when using a Unity UI prefab) to know which hotspot was clicked to trigger the interaction menu to appear?
Is that passed somewhere? THat would allow me to gather so…
Hi Chris
Did the "actionlist on close" feature for the container actions ever get on the roadmap?
The use case here is that say I have a conversation from someone who tells the player to take their money (or other non-unique item). If I …
Thanks Chris. I played with the components Anchor settings and set the min X to 0 and Max X to 1, which appears to have worked. I also noticed an issue with the child recttransform not being stretched correctly.
All appears to be working now. Thank…
Thanks. Working through these options.
Alas none are a perfect fit for me. Ideally there would be a "Actionlist on Close" actionlist parameter on each container object. This could restart the dialogue or action something when the containe…
Thanks Chris.
Yes, implemented the advice on that other thread and that's working well. So in reality I'll need to keep referring back to that inventory item and it's properties when working with the document that relates to the item?
I think …
Thanks Chris. The latter sounds like it will work. My UI separates docs from items so need to "physically" add a document rather than just open it via scripting.
Will take a look.
Here are my character components
https://drive.google.com/file/d/16r5DHL5Lx45Y4-bFjeIVk4XNHdYNT5-2/view?usp=sharing
Disabling Character Controller on Tinpot didn't do anything. He still works (annoyingly).
Ok
TinPot worked following your instructions.
So I removed TinPot and put my player back, but set all my component settings to match. It turns out my player didn't have a Character Controller component on it. Adding that worked. Removing it made th…
So, one action list to start the dialogue and show the container. Then have another one called by the container settings, which will continue the dialogue (or rather play a second dialogue) once the container is closed?
Will give it a go. Thanks.
Right. This is getting weirder.
https://drive.google.com/file/d/1Q1BsEg41b6nM38T0Rni08y-6VqQdShvu/view?usp=sharing
If I start with the NavmeshAgent and integration enabled, the character just stands there trying to walk.
However if at runtime I t…
Thanks.
What about a action node called something like ActionList:Random that allows you just to create a number of connections, and a connection will be chosen at random. That way I could have Random as the start, with three connections, each one …
Thanks. Yes, already using that. The query was whether there is a delegate or Link To option for local variables. There seems to be for Global Variables, but it seems odd that Local ones don't have something similar, that way the script could be tol…
Also, changing the agent radius doesn't ever seem to have much impact. Here's an example with the radius at double the size.
https://drive.google.com/file/d/1XlwctjUogvqxvjHQfGRdL0Lz5W6Y2LZW/view?usp=sharing