Hi, I wasn't sure if I should reply to this old thread or start a new one. I was wondering if the only change this method has is to display the variables in categories when selecting a variable in an actionlist / referencing it, or if there's any wa…
You're right, I'm sorry for the confusion. I was testing it in the editor and it must be saving my last autosave when I play in Unity. I built the project and it worked, thank you.
I'm still a bit lost on how to do it with "Number of save games". So, right now I'm using Autosave, no other saves. When the player clicks "New game", the actionlist uses Engine: End game (restart) which leads to the next scene. …
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You're totally right, I forgot I could use check input in the actionlist to separate the axis direction afterwards. It worked.
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About this, I ended up just leaving it as it was and changing the inventorybox to 1 slot, using rawimages…
Yay! I think I did it! I changed around the inventory menu so the boundary covers everything it has to (I had changed it to an almost non-existent boundary because it was getting on the way of other things as discussed earlier in the thread), so I h…
You're right! Adding an event for the hotspots worked for everything except when the inventory is too close to a hotspot, in these videos I recorded how it's indeed working for everything else, showing the events and respective actionlists, as well …
Sorry, I tried again with your suggested log and here's a video (and image of the log and stracktrace) showing the console while I do the same actions as before. Apparently it's locking and unlocking immediately and that's why it's happening.
Hi, sorry to revive this thread but I took some time off the project and now that I'm back I'm noticing that even though that solution seemed to work, the rectangle is still appearing, just only the first hotspot hovered after the inventory item. As…
Sorry I couldn't answer you before. I mean... it is locking it automatically I think with the OnMouseOverMenu event or at least that's what I assumed is happening, like if it's hovering is unlocked/it's not hovering is locked. But there's no event t…
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Oh, it's only coming up on the console when i hover over the items, not the hotspots, even though the dark rectangle still appears and the hierarchy shows and hides the menu (like I showed on the video). So apparently that's not the issue I …
Sorry if I wasn't clear about that earlier. I created a newOnMouseOverMenu event and connected an action list that unlocks the inventory descriptions menu. Here's this event and actionlist.
So, that event and actionlist only get triggered when I hov…
You're right, I changed it to Screen Space Overlay mode and it does work now. I'll be using this mode so I can make it work, but would it be possible to somehow make it work with Screen Space Camera? I sometimes like to play around with post process…
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Here's the canvas info. Yes it does work with the default menu, I hadn't checked before. So I'm not sure why the other one is not working.
Thank you for the info about the boundary! I'll try that
Unity version 2022.3.5f1, AC version 1.82.5
Here are the images and a video of how it's not working:
1. The item description menu (AC menu, although I tried shifting to UnityUI and it behaved the same way)
2. The inventory menu (UnityUI)
3. Video of…
Thank you! The highlighting works now, and locking/unlocking it + appear type on hotspot fixed the background rectangle staying on screen.
The only thing still not working is the position, the description menu is positioned beneath the Inventory me…
Thank you! Yes that makes sense, I was just confused.
Also a follow up question about the Controls input actions asset, I was trying to add a new input to toggle the inventory menu. Here are images of what I did. Basically I added the input to the c…