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if you are using one of those templates that can be downloaded from the downloads section I'm afraid figuring out where the inventory item got "unset" may be too difficult.
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not my experience, messing with the items in the …
From my experience, removing or changing inventory items IDs will result in the inventory item being removed in various parts of AC system.
One place this happens is in the event window, where for example the Inventory select event will lose the re…
are you familiar with the creator youtube channel? https://www.youtube.com/@ChrisIceBox/videos
it has a couple of indepth tutorials that covers most of these gameplay mechanics, like changing cameras and other stuff like that
i don't understand wh…
Ok I've got this working, I'm posting here the complete setup I've did if anyone needs this in the future.
Starting with having a hotspot trigger a specific action list asset when a precise inventory item cursor enters or exist the screen area of t…
I have a separate inventory that has "Tools" inside. For example a camera. When I'm dragging the camera item from the inventory I want to have controls over some aspects in the scene
So player moves camera over scene and the scene is blur…
Not sure if related but I've got all sort of issues when duplicating prefabs that have Constant ID added. From my limited knowledge of how this works it appears the Constant ID gets duplicated so you have multiple objects with the same ID and strang…
I'm in the Events window, Global events, Hotspot Select and Hotspot Deselect indeed do exactly what I need, I can trigger an Action List.
But this is blind, it triggers on any hotspot and I can trigger only one action list
what i need is to trigge…
I think I've got this under control for now, maybe.
Duplicating the AC menus, for example InventoryUI will not change the ConstantIDs for the elements inside the prefab. They will remain the same as the original InventoryUI prefab. This apparently …
So I've checked, I didn't knew about this option, here is how it is
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But please put this on hold for now, I don't want to make you lose time. I'm suspecting that duplicating those UIs, then replacing them in the AC menus may have triggered…
unfortunately this is confusing. I have no idea about this ratio enforcing. :/
I just want a 1920x1080 game for computers
but why the same thing works fine when using the originals UIs prefabs that come with AC but when duplicated them, first the…
Thank You, great trick I've missed :smile:
Now this got rid of the error, but there is something really strange at play because I've triple checked that the Menu variables were set before creating the thread. Opening the project again today and the…
ok, this helped to narrow down the culprit but I don't have a solution.
the "CursorUI" is the one from "Scripts/Templates/AnimatedCursor" which gives this issue
the "CursorUI" from "UI" works as expected
just to clarify further I've selected the animated cursor option in the wizard
so let me see if i understood this correctly, when using the animated cursor I need to create cursor animations and animator setup to also show the Talk, Gear or magnify…
I'm trying to use exclusively the new input system and everything works fine except when using the "Unity UI" option in the cursor menu
I get this error because inside UnityUICursor script there is this line if (Input.GetMouseButtonDown (…
so I've deleted the entire folder created by the AC Game Wizard and created a new one. With the changes above after I've restarted unity it still works so I don't know what was the issue before this. So please ignore the first message issue.
Ok, Thank God false alarm, :* <3 after creating an event system game object and switching it to the new Input AND changing the cursor to Hardware instead of UnityUI AC works with the new input system