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mikdog

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mikdog
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  • Thanks Chris. I took another swing today - turns out I didn't know I needed to change the RectTool of the Tint Map first to make sure it's covering the background. Once I did that, it was pretty straightforward. For anyone else wondering / for futu…
  • I suspect even though Tint Map game objects can be created, they're not functional anymore? At least, all the old tint map links I can find on the forums, site and manual are dead links. I wonder if there's a way to get something similar to work in …
  • Hey @Zombiehype - I wonder if you could please do me a huge favour and share some images of your tint map setup please? Does your scene's tint map use a texture? ie on a texture you can 'draw' areas where the tint should affect your character, so if…
  • Hi Chris - sorry to necro this thread - trying to figure out how to use Tint Maps. I create a new Tint Map with AC's ability to let me do so in the Scene settings, and have imported a texture as the tint map (drawn shadows where I want the character…
  • I asked Google Gemini Pro on the best way to do this (remove New Input System) and got this reply. Did that and it seems to work well - the 'mouse and keyboard' WebGL build work both for mouse and keyboard input as well as touchscreen input. I have …
  • Hi Chris. Compliments of the New Year. Been fiddling with this more and was able to find the Auto-Sync input method once, but then it disappeared. Turns out it wasn't showing, I'm getting this disappearing menu text: https://youtu.be/kAe4NmPqfQo Ac…
  • Hi Chris. Thanks. So, to try be clearer: With new Input System: * Mouse and Keyboard build (tested on WebGL and Mac) - runs on both desktop and mobile, BUT on mobile, touch screen inputs are not registered. * Touch Input build (tested on WebGL …
  • Thanks Chris, So, here's my Menu Manager. Does this mean I have AC's 'Input System Integration' template correct installed and set up? (Image) I've set AC's Input Method to Touch Screen and the game does indeed run on mobile touch screen on itch…
  • Or, would dynamically switching to joystick/gamepad be a better move and serve the same purpose? Not sure if I’d still need the script on the ACWiki as I think Unity’s New Input System has been kind of integrated into more recent versions of AC? htt…
  • After some frantic messing around, I realised it was because I had 'Menu: Lock Inventory' in a previous scene that for some reason was letting the Inventory show up in the Unity Player but not in the build. Leaving this thread here in case anyone p…
  • Ok, so after a lot of fiddling, while I liked the adapted Custom Animation Blend from the Cutscene Black Bars preset, I was having trouble having to turn it on before I could turn it off. In the end I made a simple Unity Canvas with a Panel and an …
  • Ah yeh, darn, I couldn't find a good way to change the Parameter of the 'Camera Marker' in different scenes while calling the ActionList. Might just stick with the adapted Cutscene Bars transition. Chris: Unless there's a good way to consistently m…
  • Thanks Chris - that does work. However, the issue I'm having now is that the camera needs to be centred at 0,0 for the effect to work, otherwise it's off-center or off-screen. I was hoping by using a Menu it would be more like a UI, independent of t…
  • Ah man, so pleased I found this thread - turns out it's pretty easy to implement ActionLists triggered by Animation Events with a Cutscene component on the GameObject that has the animation. The Cutscene component has an 'Edit Actions' button to bri…
  • Thanks for this thread. I used an LLM to add some min / max values that can be set in the inspector, and also smooth zooming, in case anyone else finds this useful (testing out making a Hidden Object Game with AC): [EDIT: Or PasteBin] (Quote)
  • Upgraded and tested to 1.85.1 - all seems to work well from what I can tell. Just had to re-add scripts to the PersistentEngine. Also thought I'd have to re-edit the 'PlayerInput.cs' script as per this thread but didn't have to - pressing 'escape' s…
  • Huzzah! That worked perfectly, thanks. I got stuck for a bit until I realised the script addition isn't referencing Slot1 in the inventory grid but rather the Journal's Item ID in the AC Inventory Manager. Bril. In a regular ActionList I'm able to …
  • Resurfacting an old thread - thanks Kinteros, your script helped me. It didn't work out the box for me, I had an LLM adapt it. This is what I've got, will paste below. Chris - this is working well for adding new items to the inventory. The script i…
  • Ah, joy, thank you. Yes, it's working properly now. I was missing the step of how to set the button's target graphic, but it's right there in the component / inspector. Simple as having the conversation Linked Button Object as: * background squar…
  • Wow, thanks so much Chris - that's exactly what it was! Not sure how it got there but there was a Game Object called 'EventSystem' in the scene. Disabling it allowed the scene to run. So pleased and relieved I don't have to recreate this entire scen…
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