Being able to set AC GUI depth officially would be cool. I had the reverse issue earlier where the GUI from another plugin rendered behind an AC menu no matter what depth I gave it. This fixed it.
I did yeah, it indeed sounded like that would be the ideal setting, but on Manual mode none of the icons work (even with MatchInteractions). Plus the menu flickers weirdly if I add a Rect cursor check for the Y-axis.
Depends on which Unity version you have. Free doesn't allow video content of any kind. There is a workaround where you render out all the frames then use those as textures and animate that, buuuut... too much work ;)
Hey Tony, would it be possible for the AC(cutscene) sequencer command to get support for ActionListAssets? These are basically the same as cutscenes but they live in the project window instead of the scene hierarchy. For instance my characters have …
Ah that's correct yep. My idea is basically the same as an OnInteraction menu with the mode set to Cursor Leaves Menu. Since I figured the one element that I wanted to add (appear on hover instead of on click) was not supported, I'd try to rebuild t…
Oh yes woops I see now how it would parse it that way. I thought GetInvertedMouse somehow meant the cursor was OUTSIDE of the Rect.
I've moved things around a bunch of times using all these methods, but nothing so far worked as well as when I manual…
That's a pretty cool function! Sadly it doesn't work in this case. Or, well, it runs, but it has the same problem as manually checking the Rect - once the Y axis gets involved the menu turns off as soon as the cursor leaves the hotspot, in any direc…
So, a few refinements:
I had to come back on my decision to use DuringGameplay because it would throw nullrefs after an interaction was run. In fact I didn't need to modify the AppearType at all anymore thanks to that new IsMouseOverHotspot check in…
You can give your characters each different speech colors in the NPC script, but that only applies to the text color I think. But hopefully that will do.
Thanks, that was what I needed. I actually used IsMouseOverHotspot since I don't really need to know which hotspot the cursor is over. I also switched to forcing appeartype DuringGameplay for the menu once it opens so that I can tell it exactly when…
Ha okay so one other thing - when I move the mouse off of the interaction menu now but am still hovering over the hotspot, the menu starts flickering until I put the cursor over the menu again, or move off the hotspot entirely.
This happens ofcourse…
Okay one small addendum: is it possible to keep the menu visible while the cursor has already left the hotspot? If the collider is too small you can't click on certain buttons in the interaction menu because that part falls outside of the colliders …
Ahh right, yep swapping that for the FindObjectOfType thing did the trick + some extra code to get the toggle working right.
For completeness sake, here is the updated code. I linked variable 5 to the Options data to keep the settings and the menu b…
I'd say make a cutscene that fades the camera out, teleports the player, pauses the game for a few seconds (maybe even turns on a fullscreen menu if you want to show an image) and then fades back in.
Ah good idea, that eventually helped me work around it.
Aside from the hotspot problem I also had two persistent gameplay menus which I had to lock manually, and then also move my hotspot interaction menu up in the hierarchy so it would render behin…
Hmm yeah that might be pretty cool for some initialisation stuff like this! Most of the beef I have right now is with the menus, locking it on game start works well but on a restart it usually stays unlocked. An actionlist that takes care of that ri…
When I do an autosave before quitting the game I always get a warning that the gamecameras are not saved, so I would say put it on all the cameras yeah. I think the maincamera is not necessary, it just follows the gamecameras.