Right now if I have the item selected and click on my inventory ui, it goes into my inventory. I want to prevent this from happening for this particular item.
The item is not in the inventory to begin with, I don’t want the player to be able to put it in the inventory, but I want the player to be able to combine it with an item in the inventory.
It’s for a puzzle where the player is using the items withi…
Thanks for the help @Asuna09 and @ChrisIceBox . Chris, your method works, but I’m running into a strange bug. On the first click, the character walks very slowly. After that, the walking speed returns to normal, but the character becomes invisible.
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Not sure if this is from this version, but I got a bunch of warnings when trying to change the idle animation.
https://drive.google.com/file/d/1vVL8AVVVsJzm8KbIthucvn7xOGZQ4935/view?usp=sharing
(Quote)
it's being played correctly and also there's no warning. It just says that I am missing the Idle_R and Walk_R animations, they both have a (0) next to it, even though I have these.
This is what I have in first and second layer and what's listed on the expected animations. There's really no warning message.
https://drive.google.com/file/d/1QoBzT2FkCDesJpUpcEQaY-dElQX3vu89/view?usp=drive_link
https://drive.google.com/file/d/1tA…
I do have those animations on the head layer though. If I unchecked "Head on separate layer?" then everything becomes "0" on the expected animations section.
Not sure if this is a bug, it seems like the player script is not seeing the idle and walk animations(throwing out warnings), and there's an extra "idle_R" animation at the bottom. Everything seems to work fine though, just a little confus…
That's weird I am getting this. I only have 1 Cutscene component on the object, but cannot use the "Interact" method.
https://drive.google.com/file/d/1liFnz9MPq6NSjJNHpj7L-7XUorf65q6j/view?usp=drive_link
The Unity version is 2022.3.62f2, and the AC version is 1.84.3. In the OnStart cutscene, I’m simply using a Player Switch action followed by a short Wait. The issue is rare—occurring roughly 1 out of every 20 times—and seems to happen when I repeate…
The issue still persists. When the Player Switch action is placed in the OnStart cutscene and that cutscene is skipped, both the original and the switched players appear in the scene — but only the original player remains controllable.
Hm, seems like the problem is still there. If you put a player switch in the OnStart cutscene and then skipping it, both players will come out and one of them can't be controlled.
Yeah, that's likely the case. Putting it in the OnStart cutscene seems to fix this problem. Is there a way to keep the screen black when changing the players?
Yes, the Player switching is set to "allow" in the setting. I am using the player switching in the action list asset of the "OnAfterChangeScene" event. So basically switching the player before the scene is loaded? The reason why …