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kloot

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kloot
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  • Aha, I'll take care of it next time I'm in front of that computer. I never figured out how to tell Unity to include everything it needs. My fist package didn't even include the scenes, but I noticed that if you first show them in the project window…
  • Ah, yes, to be able to associate the label of the slider would make total sense.
  • Cool, same thing when you do an import: (Quote) Would be helpful to see in the console which 30 we're talking about 👍
  • That's the one :)
  • The built in one (the default one). Yes, I tried that before and after setting EnforcePauseMode to true, but it doesn't change the cursor for me.
  • Here's a recording to better illustrate the scenario: https://1drv.ms/v/s!Amz_vh8OYDX3vdA6ZlPWA_B1mZYPmQ?e=wlf3dj I set KickStarter.stateHandler.EnforcePauseMode to true is set in an Update method that listens for the Esc key to be pressed.
  • Cool! I haven't looked into how prefs work in Unity. But maybe the values themselves doesn't need to be part of the package, but set through code (if they don't already exist). Maybe this could be done at the same time managers are assigned. Or …
  • Ah, I see... Not super important, but if possible, it would be would be nice to be able to set these values through code in order to not having to remember manual mouse clicking steps while updating :)
  • (Quote) I see now the problem, this is already doable for Speech, but not for all types (such as Hotspot). I find I sometime need to add descriptions to items or hotspots to give translators context. (Quote) Right, the scenario is that I just updat…
  • Interesting, I was thinking leaving "mouse and keyboard" as it is (the new system is bypassed), and whenever anyone uses "controller and keyboard", the old system is bypassed. Whether someone switches mode in design-time or run-t…
  • One more thought: It seems perfectly possible to mix the old input system with the new one, I think switching to the new one when using keyboard/controller might just make things a lot easier (pretty sure it does a better job at abstracting gamepads…
  • I just tried it again, and I just can't get the cursor to change no matter what I do. Perhaps our InputManagers differ in some way, or perhaps we're using different controllers... Also, I'm not using Rewired either. I did figure out how to map the …
  • (Quote) If you try it with the package, setting KickStarter.settingsManager.dragDropThreshold to 0 still doesn't cause InteractionA to change the cursor. (Quote) So I read through those chapters carefully, and unless I'm missing something, all of t…
  • I'm so sorry about that (I could have sworn I unchecked the AC folder while making that package).
  • Thank you for your tips, I managed to switch between the input methods, and I got the cursor and movement working. A few things I haven't been able to figure out: * Click an item in the inventory to make it become the cursor so it can be used on h…
  • Or preferably, InteractionA would examine an item, and InteractionB would change the cursor to it (as dragging and dropping doesn't feel very natural with a controller).
  • Thanks I managed to get the switching working, but for some reason I can't get dragging n dropping inventory items (or even clicking them) to work in "Keyboard and controller" mode. I have registered inputs for CursorHorizontal, CursorVert…
  • @ChrisIceBox Might I ask, are there any plans to add gamepads functionality out-of-the-box? I'm thinking basics as moving the cursor and selecting menu items after plugging in a controller?
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