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]
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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…
Hi Chris - I've been testing in 2 scenes that work after these fixes, but another scene that I've done quite a lot in isn't launching, with this error:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but y…
Btw, also managed to solve the 'Skip' button that I wanted to do the same thing as pressing Escape to skip cutscenes.
I had a 'Skip' button menu that would appear in cutscenes. It would run an ActionList when clicked - invoking an 'Input: Simulate …
Thanks Chris - I think, thanks to your guidance, I've got it working. Also managed to find another thread here that helped solve the Esc key triggering both an EndCutscene and Pause Menu. Many thanks.
* In AC Settings, inputs are not defined ie box…
Here's the error console in the testscene with almost nothing in it, where tab DOES work.
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Here's the error console for the 2 scenes I've built where tab DOESN'T work:
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For some reason it's not finding my Active Input 'tab' and …
Tried to edit but I was too late - I can get the input to register in the test scene with nothing in it during normal gameplay, but in all the other scenes I have set up with stuff happening in them, it doesn't print in the console.
Yheeargh! I won…
Thanks Chris. I think I did this when creating the new project - selected it during the New Game Wizard. What's troubling me at the moment - I'm hoping a simple solution - is I'm trying to assign a button (tab) to 'EndCutscene'. I can see it as a pr…
Hi Chris, thanks for your reply. Kai suggested a fairly simple solution that seems to work well - he added a custom animation curve that hides the subtitle text initially (to hide the first frame showing it in its original prefab position) and then …
Also maybe of interest - I don't get the 'recording quick-position glitch' when disabling the Super Text Mesh component, and enabling Text Mesh Pro, on the same game object.
Kai from STM also helping me to troubleshoot, hoping there's something tha…
Hi Chris - I've done more fiddling and it seems like what might be causing the recording position glitch issue is having a 'Vertical Layout Group' on both the 'TextBoxContainer' and its child 'Panel_TextBG' which is a parent of the Super Text Mesh /…
Additional info:
I tried your script from Oct 8 and used an LLM to edit it like this:
- Replaced KickStarter.playerInput.InputGetMouseButtonDown(0) with Input.GetMouseButtonDown(0) to detect a left mouse button click using Unity's Input class.- Re…