@ChrisIceBox Yes. I was getting very confused myself. I would have to repeat the process being more attentive along the way to answer your question.
In AC, where does it tell me / define which layer a disabled hotspot will be moved to? I haven't kn…
It isn't the above. I rolled back the project and redid the upgrade. I haven't touched the layers and I still have a scene full of hotspots that can't seem to be disabled.
I've definitely narrowed this down to something to do with layers, and as a result Object: Send Message & Hotspot Enable or Disable fail to turn off hotspots.
@ChrisIceBox my setup is:
1) Running v1.73.2
2) Hotspots are on layer 'Hotspot'
3) A…
I've just done a test of upgrading a duplicate project from v1.72.4 -> 1.73.2 and turning off hotspots works fine after the upgrade. That suggests it's something to do with changing the layers.
Oh easily a year. I just hadn't clocked the change until now, early to the party as always!
I certainly had fallen for the old 'apply' mistake in the past in messing up the prefabs so it's great to know this is intended. Like you say, it makes the …
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The capsule you see is an inactive capsule component. Otherwise it's just a standard AC player with a Player component. You can see the position numbers changing all over the place so the object itself isn't staying in place with parenting.
Thanks @ChrisIceBox, I've tried the 2nd solution and getting positive results so I'll roll with that. I'm interested though why simple parenting doesn't work in this case. Does it make sense why the player object would stretch and move around when p…
Solved it, I think. If I disable player movement in Engine: Manage Systems it's fine:
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Doing that however has removed mouse look which I want to keep active (so the player can turn the camera and look around). Any ideas how I can retain th…
I've done a little more digging and we can see the problem here; the player capsule / object is being stretched and moved all over the place:
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The player object should be parented and fixed to the to the point where the gizmos are.
I've narrowed it down to it occuring due to when a post-processing component on a standard Unity camera is active. This is a known issue:
https://issuetracker.unity3d.com/issues/grid-gizmo-is-visible-through-the-scene-game-objects-when-the-post-pro…
@ChrisIceBox Aww yeah, those sound good. Will look into those. Unity say that [ExecuteInEditMode] is being phased out because of prefab mode and that ExecuteAlways might be the ticket.
Really appreciate you introducing me to some new Unity tricks!
It works!
Here's my setup:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class PlayerThrowableItem : MonoBehaviour{ public int inventoryID; //THIS MUST MATCH AC INVENTORY ID FOR THE ITEM OTHERWISE I…