I think I have done everything in the "Navigating menus directly" chapter
I checked the Auto-select first visible element and Pause game when enable, and also put an action list in ActionList when turn on that Enable Control in-game Menus…
It works now. It's that I forgot to bake the NavMesh.
But is it in the Character Move to interaction, I can uncheck Pathfind? so it works without a NavMesh; while the Walk to Marker option in Hotspot always need a NavMesh?
I don't understand your meaning. Interaction elements are not tied to any particular Hotspot, but the icons defined in your Cursor Manager. If an Interaction menu is enabled for a particular Hotspot, then it'll show elements that are linked to the…
2. The When running field is set to pause gameplay. I solved the problem by checking Wait until finish? in the Move to action, my bad for missing out the obvious.
3. I realized I forgot to choose Walk to Marker in Player action. But when I do, it g…
If I use the Interaction Menu to serve the prupose, does it mean the interactions from all the Hotspots will be included in the Interaction elements list?
If so, I think using the Conversation Menus is easier to handle, as it organizes the actions …
The reason is I hope each Hotspot has a different set of interactions. If I use the Interaction Menu, would it be that I have to create a new Interaction Menu for each Hotspot?
And I also hope the custom interactions to be within a next layer afte…
Thanks. 3) now works as planned
This leaves the final issue of 4). I am thinking that when the Player choose the Use interaction on a Hotspot, a menu of different options will pop up, and the options will execute different action lists. I am consid…
Finally made 3) worked by unchecking Ignore cursor click? and checked the Pause game when enable. This applies to other menus such as the Pause menu too.
But to achieve the custom behaviour I wish, I need to write a custom action that finds the curr…
1) Thanks, I didn't realize it is so easy lol
2) I cannot interact with the inventory bar items no matter the choice of Pause game when enabled? option.
Actually after the inventory bar is shown, no item seems to be selected for what I tried (inclu…
Thank you so much once again! The player control and movement are finally done and work as I prefer.
Now I am struggling with the inventory system. But perhaps I should open another post to avoid confusion to other readers.
Thank you for the tips. It works and I can now control the player using the custom scripts.
But now the player can move when interaction menus are on, even when the "Disable movement when Interaction menus are on?" box is checked.
I think…
Thanks for the script! But when I tried it the effect seems to be not very obvious
As there are also other custom behaviors I may need to implement, I am considering to use a custom motion controller.
Before I switched to AC, I was using a Character…
Thanks a lot, it works as charm!
Yet I changed the Input.GetAxis to Input.GetAxisRaw in line 19, as Input.GetAxis seems to take a while to return the value from 1 to 0, and it leads to the direction key being input in the air may be executed when th…
Thanks for the help
After updating to v1.61.0, I can no longer jump in the air.
However another problem arise: It seems the player is only considered grounded when the "yellow sphere gizmo" (or is it the AC Player script?) is touching the …