I believe you need to be checking if the player is on the floor or not, a simple boolean that is true when the player is on the floor is all you'll need. Then change the jump button so that it only executes the jump when the 'PlayerIsOnFloor' boolea…
@ChrisIceBox
So sorry Chris, please ignore my post above - I've solved it and I feel incredibly stupid and I'm so annoyed that I wasted some of your time with this. You'll hopefully laugh when I explain, apologies again for running you around in cir…
@ChrisIceBox
CAN IGNORE THIS POST - EXPLANATION IS IN NEXT POST BELOW
Sorry, another quick post. I quickly tried my original idea (the one that worked for you with the first code that I submitted) however I loaded the demo inventory manager instead …
@ChrisIceBox
I've managed to save the newly taken screenshot, I've nearly sussed out how to then assign the newly saved screenshot to the Inventory Icon texture however I'm hitting a slight road block and I'm unsure what's causing the issue.
I've ad…
@ChrisIceBox
Ah sorry, I must apologise - I re-read your reply and you clearly advised that you got it all working correctly however I think i mislead myself when I first read it since you were asking about the sprite lines and for some reason I thr…
@ChrisIceBox
I believe I'm up to date, version 2017.3.0f3 and 1.60.7 respectively. Lines 14 and 15 regarding sprites is required for a different thing, the newly generated texture from the screenshot that the player takes is then converted to a spri…
This looks great, I was so close to trying the demo however I'm so impressed already by the trailer that I'm more tempted to just wait for the final product and play it from start to finish once it's fully released and ready. Awesome work!
@ChrisIceBox
Thanks for the quick reply...sorry yes when I said 'Slot 3' I was referring to the ID number of the Inventory item so this was already setup correctly - I should have said ID 3 for clarity.
I've used RenderTexture elsewhere so I'm aware…
Hey Chris/Selzier/anyone else able to help,
I'm looking to do something similar however I can't use two different Inventory items as an alternative so some further info on this would be helpful. To quickly explain my issue I have a system whereby th…
I'm really interested what you do with this, the first trailer was weird and I was worried until the very end punchline when the Goblin says 'What?' and then I realised, thankfully, that the whole thing has an intentional level of humour. Second tra…
@ChrisIceBox
Firstly thanks again for all your help above and previously. A minor thing I've spotted that didn't seem worth posting a new discussion is regarding transition from pause to options menu. As mentioned above I was having issues with the …
@ChrisIceBox
Thanks Chris, I've moved my pause menu right to the bottom of all the menus in the manager to make sure (no other menu can open at the same time as another so this should solve everything).
The bug you refer to though what do you mean w…
@ChrisIceBox
Duly noted regarding the raycast blocking, thanks for the advice.
Yes I enable in-game control when opening the Inventory if in Keyboard/Controller. From a previous post I submitted regarding direct navigation of Unity UI this step of e…
@ChrisIceBox
EDIT: Still relevant to read my initial post below however I've just tried setting the pause menu to not pause the game and everything works as desired with the selected element changing to the pause menu even if a previous menu is alre…
@ChrisIceBox
Got it working, I might be going a long winded and wrong way about this (please if anyone has a more streamlined idea please let me know). Your suggestion above regarding a Display Selected Inventory Box was something that I couldn't fu…
@ChrisIceBox
Yeah sorry, without screenshots or images I can appreciate it must always be difficult to follow exactly what I'm thinking lol. I did think about triggering some custom code when highlighted over however it should only do it when the pl…
@ChrisIceBox
Seems to be solved, thanks again for the great help. The Inventory items I'm clicking on for the combination are text only (they are notes that the player must combine in order to deduce a key piece of info/clue) so there are no graphic…
@ChrisIceBox
Back again sorry lol. I've hit a snag when it comes to combining inventory items.
Just a recap of where I am summarising the above, if the player is controlling with a Mouse then everything is set to Mouse control and everything works p…
Just played this, both were great and ended up being a lot funnier than I first thought. The gameplay menus stay though once I finished the second game (the Inventory bar would pop up as well as the menu option in the lower left corner). Also in the…
@ChrisIceBox
YOU'RE MY HERO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I've spent most of my weekend trying to find various different ways of overcoming this issue...changing the action lists to run in background worked a treat. So damn simple however I'd h…