Yes, that works 👍
Now. I'd like to do the same thing for indicating whether a combine items interaction is possible, but AC doesn't seem to expose an event for when hovering an item over another item, or am I just not seeing it?
Thanks
Here you go:
https://1drv.ms/u/s!Amz_vh8OYDX3vspMxsumrM_UWsGdcg?e=ycHj5u
Interesting that you have an optional cursor icon there, maybe I should be grabbing the main graphics texture somehow?
There's no Text prop on SelectedInstance, but I managed to switch out the texture using:
KickStarter.runtimeInventory.SelectedInstance.CursorIcon.texture = newTexture;
Any ideas as to reset it back to the original texture on OnHotspotDeselect? I tr…
Thank you! It feels good to finally have it out in the world.
And a big thanks to @ChrisIceBox for putting up with all my feedback and questions here on the forum 🤗
Now to do some porting (and a vacation :P)...
If anyone wanna keep tabs on ne…
I think you ment to reverse those two code snippets - but then it works 👍
Can I ask if this will be included in future updates or will I have to patch AC after every update?
Thanks!
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My interaction method is set to "Choose hotspot then interaction" (see screenshot above).
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While that works, for some reason it also stops me from being able to drag and drop my items using the left mouse button (like I cou…
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Right clicks does everything except opening the interaction menu
All my menus use Unity UI
Wow, I think your hints fixed it - all needed to do was:
1. Uncheck "Mouse clicks have default interactivity"
2. Map interaction A to "…
I managed to solve it like this:
var itemInstance = KickStarter.player.Inventory.GetFirstInstance(itemId);KickStarter.player.Inventory.InvInstances.Remove(itemInstance);KickStarter.player.Inventory.Insert(itemInstance, newIndex);PlayerMenus.ResetIn…
Hmm, I'm not adding a new item but trying to shift an existing one.
Could you perhaps clarify how to do that?
I tried to first delete it and then re-add it, but deleting an ItemInstance didn't really do what I thought it would - I'm not sure how the…
Indeed, I'm suggesting here to maybe add a global one. One that the individual ones would be relative to.
I still haven't found a way to set the volume for all ambience other than changing the volume for every individual ambience track. Even manuall…
Even then any changes are overwritten. Doesn't it seems logical to be able to specify that one just as easily as the other ones?
Another option might be to have a global volume for ambience in the "Ambience storage" window? Folks might fin…
OK, not sure when, tho... Whenever I set it (I tried it on awake and start of components added to the scene), it seems to always get overwritten to SFX.
Here's a couple of example of menus I don't want to be saved:
* A feedback button used to report bugs
* An FPS counter
* A Console window used by testers
But it might well also be something more common such an inventory menu or crafting menu that …