I would like the character's movements to be always constrained on the horizontal and vertical axis and no longer go through the action list at the start of the room for example.
So i have to set my Dialogue menu to Unity UI prefab?
Here how my menu is set : https://ibb.co/zh7v90Xs
https://ibb.co/279Vnz30
I have an error after creat the script :
Assets\DetectiveDesforge\Scripts\SetBackgroundSpeechColor.cs(17,34): error CS1…
I found a way to orient the character always towards the mouse pointer (thanks to an external script).
I would like to adapt this script so that we follow the position of the pointer.
I was thinking of using
AC.KickStarter.playerInput.GetMousePosit…
here my hotspot detector : https://ibb.co/4Mp64Ft
My settings manager:
https://ibb.co/9GBx185
https://ibb.co/WkGCbMZ
https://ibb.co/FVk3WQj
And this is how my hotspot are in the scene : https://ibb.co/3fvVjVB
Thanks for your answer, the FlashHotspots button work great.
I defined two buttons RB and LB for the CycleHotspotsLeft/Right but I don't navigate between hotspots.
Here my hotspots configuration : https://ibb.co/tD6STtv
inputs manager : https://ibb…
Sorry, I didn't specify that i use a direct movement method with keyboard or Controller so i don't have Mouse clicks have default functionality in my Settings Manager.
For now my InteractionA is "U" and InteractionB is "Y" and th…
some precisions. Currently, I can change using the left mouse click (on a piece of pipe that has a 2d Box Colider) the position of a pipe (0,90,180 or 270 deg). I would like to change the position of the pipe 'by clicking on it using the button asso…
Finally I found the solution...
I just have one last question. My selected item always appears in the middle of the screen. I looked in the cursor section but could not find anything regarding the position of the inventory cursor.