I was reading through the scripts and found that these lines are commented in the SceneInfo script:
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So even if I Add the subscene, it would still not be loaded asynchronously. So should I not use AddSubScene()? What should I use? I'm usin…
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That worked partially. I can't press the buttons but they're still being highlighted when hovering over them. A hover item is still being assigned. Is there a way to make it so that it ignores that as well?
After doing some testing, I found that it might have something to do with my InputActions. If I use the defaultInputActions found in Unity, the first issue no longer happens.
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Unity version is 2019.4.23f1. AC version is v1.74.2. The issue still happens even if I turn off my script and I enable the inventory cursor.
Here are some images of my settings:
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The steps to replicate the issues are:
1. Click an…
Hey. So I managed to do all of these another way with a custom script. But I ran into some issues. If I click and hold anywhere outside of any inventory button, and drag on top of an inventory item, it will count as selecting that inventory item. Th…
My AC version is 1.74.2. Unity is 2019.4.23f1.
I'm navigating menus directly. I tried adding a new InventoryBox set to Display Selected. How can I get the currently selected inventory item's screen position? I was thinking I could write a script to…
Hey! I'm trying to get this to work with a Character: Walk to point action with Copy marker angle. I tried using the GetTargetRotation(), and it mostly works. But A* has an End Reached Distance to determine if the character has reached the point and…
AreActionsRunning() seems ideal, but when I try adding it to my script, it says it doesn't exist. Was that added in a later version? I'm on 1.74.2.
I tried using the OnEndActionList event just like you wrote, but it's not working (it works sometime…
Hey guys. I tried this and it works perfectly for Walk To Point. But for Walk Along Path, my character doesn't move. I realized that it does have its destination set to the path nodes. If I add an AI Destination setter with a target that I move arou…
The log message I get is the one I have in this line of code:
if (runtimeAnimators[i] == null) Debug.LogWarning("Animator is null, remeber to assign the animators");
This is what the action looks like. In case it helps clear up what I wan…
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Option 0 plays all the dialogue. Option 1 skips to the last line. After talking to the character once, all subsequent times should just run Option 1. But it's not reverting after exiting play mode. It will only revert if I quit Unity
Ok. That works. Thanks! But I have another question. While I got your answer, I also tried using a Run Sequence action with 2 options. The first one runs all the dialogues and the second one skips to the last, and I set it to not loop. This works bu…
Revert to default parameter values is unchecked.
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I create my boolean.
I set the value to true at the end of the dialogue.
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At the start I'm checking the value. If true, it skips to the last line, if false it plays all the dialog…