Btw my AC version is 1.72.4, Unity 2019.4.6f1
I have an EventSystem prefab in the Menu manager:
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The EventSystem looks like this:
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p.s. I cannot navigate the menu directly either with or without the Optional Mouse Input Module a…
I fail to navigate the menus directly. About this:
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I have added this component to the EventSystem object:
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But it gives the error of:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but y…
I also have no idea what to set to the Cursor Movement Action in the inspector if I want both the Mouse and Keyboard arrow keys to be able to control the cursor. Could you point me to the right direction?
For option 3, since there is already a EventSystem object in each scene created by Adventure Creator, do you mean I attach the InputSystemIntegration script onto it, and then drag it to Asset to make it a prefab?
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How may I set it to do this?
Bumped into this great post. About this code:
https://adventure-creator.fandom.com/wiki/Input_System_integration
Do I need to put it in every scene? Would it work if I make it 'dontdestroyonload' and only add to the title scene?
Unfortunately I have rolled back so I kind of lost that version...
But for the problems occasions:
* Happens when I copied and pasted an Object > Send Message action that turns on a Hotspot.
* Happens after a QTE > Mash Button action. If i…
I am using Unity 2019.4.6f1. I face some problems about ActionList after updated to AC1.73.3 from 1.72.4:
* Some actions, when copy and paste, has wrong object reference. For example, an Object > Send Message action will make the object to affec…
Thanks. About teleporting to the path, I think it would be convenient if the targeted node to teleport to can be chosen, instead of alwys teleporting to node 0.
I am using Unity 2019.4.6f1 and AC 1.72.4. I happened to run into a situation that, when using the script MyHotspot.TurnOff ();, it works in the Editor but not in a compiled version for Windows (I only tested x64).
My usage is in a loop:
for (i…
Hi Chris, may I ask would there be updates on loading saved Animator Controllers from a SaveableData folder? Because my game structure requires changing of animator controllers quite often. And not being able to put them in a saveabledata folder cau…
I found that's a Player problem. It worked perfectly when NPCs speak. This is reasonable as the same Player character should have the same dialog canvas. I never tested if the Player character is switched though.
My problem was solved by using a NP…
But does OnMenuTurnOn only triggered at the occasion when the menu is turned on? So when there is a series of dialogs in the same Actionlist, it would only GetLatestSpeech () for the first dialog, but not the following dialogs because the menu has a…
I solved it by using both AC.EventManager.OnStartSpeech += GetSpeech; and Speech speech = KickStarter.dialog.GetLatestSpeech (); in OnEnable(). The former is for getting the 2nd speech onward after a menu turned on; while the later is for getting th…