Thanks Chris!
Yes, that is correct, in regards to looking for a way to know if the player has added all the correct ingredients on the hotspot.
The idea of of the game is like a machine where you add item a+b (or c, d etc also to make it more compl…
I have made a spawnObject Actionlist, that uses uses a random check and from those unlock a menu with inventory elements. This is being triggered when game starts.
On the hotspot I have used Inventory Interactions and made an interaction script and …
Ahh, ofcourse. Using conversation makes so much sense for a one-click solution.
It now spawn the object and a conversation menu with answers(presented as icons appears).
I'm trying to figure out:
1. You mention dialogue can be linked to inventory it…
Forgot to add: is there a way to "reset" the inventory, instead of removing each with the "remove" ? when items have been added and I test with play - these are being remembered and the new ones will be added behind those alread…
Thank you so much Chris!
As always, much more feedback than one would have expected.
The "interaction on let go" is only accessible with the lock to track drag mode - so it can't be used if its being used with "moving along plane"…
Thanks Chris.
Have had so much fun working with AC, I think it's time to get back in.
The Camera Switch feature has been so useful with the offsets and smoothing - I did a large show for a very famous theme park that was shown on massive screens.
A…
Hi Chris
In terms of the MoveSpeed, it was set to 1, similar to my player character. I was thinking that when my player moved, then the speed with change - but it's obviously using the player speed.
It seems like that is what is causing it to "…
Thanks Chris,
Yes, the locomotion based character that I'm using, is using blend treeshttps://ibb.co/cuzhTwI'm using an asset bought on the App Store.
For the NPC follow, I use the "Start following" action:https://ibb.co/mP72Tw
Sorry to bump this thread -
I tried something similar - making a timer by using onEnter and onExit triggers instead of Continuous .
The counter starts, but doesn't stop.
When using Continuous my timer messes up - what's the appropriate to do a ti…
Yes, it was meant to arrange variable in order.I have made a score system, mimicking the likes in Hay Day, Farmville etc, where the level will increase when a score has been reached and based.
I have "hardcoded" the the other players (kind…
I made a simple "order list"/quests in my game, resembling what you you see in HayDay etc, where I'm pretty much using the menu:change state actions.When the quest has been completed and "Claim reward" button will appear and a ch…
Sorry for the confusion, no wonder it's hard to keep track :)I'll make sure to have a specific discussion in one thread.
In regards to the flashing issues of the buttons, it was due to the fact that you mentioned that it needs to run in background …
Thanks Chris.I solved it by making an empty gameObject with the general category name. Than placing each item in that category as a child.Creating an ActionList with Object:Visibility with the empty parent gameobject and checking "affect childr…
Instead of having tons of actionlist parameters for each item in a specific category (meaning the list could be very long)
Would it make sense to have custom script where I use tags, so ie for the decoration say I have a category that is "hair…
Hi again Chris
I do only want the inventory menu to be at the bottom.However I have the "Include inventory items in hotspot Interaction menus?" checked on, and that causes that extra menu to appear right next to the hotspot - causing in tw…
Thanks Chris!
I still get the inventory to show next to the hotspot
(Can be seen here: https://ibb.co/cQNEua)
I'm working with multiple inventories (decoration) - and have made multiple categories for my items and assigned them to the respective ca…