Another way this can be approached without altering the gameState getter is having the AC_Trigger class listen for the OnBeforeChangeScene and maybe disable itself so it doesn't listen for the produced trigger events (e.g. OnTriggerExit2D), given th…
Unfortunately not, if a nullability check is added for playerInteraction then a NullReferenceException is produced because of the checks that follow right after that:
if (KickStarter.actionListManager.IsGameplayBlocked ())
and
if (KickStarter.pla…
+1
An alternative OnStartSpeech event that allows users to alter the display duration of the speech line can be useful in cases where we want to provide a different algorithm for calculating the line duration (e.g. based on syllables or words, excl…
Thanks Chris.
Regarding the OnVariableChange, I have already implemented something related to your suggestion (the NANTest script), thank you for providing more context!
As for the reported warning / error comments: Apologies for spamming the thre…
Encountered one more issue, this time an error: I am loading a subscene at some point in the game (a map scene). When I click on a hotspot on that scene to change to another scene, then the following error is produced:
ArgumentException: Scene to u…
I have also noticed the following warning whenever a scene loads, that was not being generated on prior versions.
The scene named '' was not found in the Build settings.
(Image)
Is it maybe due to the fact that the default player has a previousS…
Hey Chris!
Quick question regarding the removal of the Scene Manager's "On variable change" logic: What was the reason behind this change?
On one hand I can see how the "Event runner" component can be a good substitute, but on …
Ah yes, sorry I forgot to disclose that in my previous comment.
I can no longer recreate the issue and I think it was probably due to some leftover setting I forgot to change back (either the 'Drag Override Input' flag or the changed Input Actions …
It turns out that my approach, and more specifically the 'Mouse clicks have default functionality' seems to affect the drag and drop inventory behavior pretty drastically, which makes it unable to drag and drop items from the inventory box to the sc…
Thanks Chris! I will experiment more and decide which approach I will end up using. To be honest, I wasn't switching from the 'Mouse And Keyboard' input method to 'Touch Screen' when switching targets from desktop to mobile builds, and everything se…
Thanks for the great suggestion Chris!
I have tried your approach which definitely is more straightforward than mine.
It works really well on the 'Touch Screen' Input method but when I comment out the if check on line 617 and then switch Input met…
OK, here's how I think I was able to fix it, so that I can now drag around the camera and click to interact with hotspots on the mouse up with out the drag triggering the hotspots:
* 'Mouse clicks have default functionality?' option ion Settings Ma…
Also if I leave only the first two changes described above, and completely disable GameCamera2DDrag so that it doesn't conflict with the Hotspot interaction, then if I change any of the following, clicking on a hotspot won't trigger the interaction:…
Ah yes, sorry for not disclosing the version: I was using version 1.78.3 of Adventure Creator. I have since upgraded to the latest release (1.78.4). I am currently building for WebGL although my project also supports iOS, Android and Windows / Mac /…
Another way the above could work is if the Hotspot Use Interaction is triggered on mouse up instead of down, but I couldn't make it work even if I changed the Custom_GetMouseButtonDown (int button) delegate method of the ControlsReader from Mouse.cu…
Thanks Chris! That's definitely a cleaner approach. I will use that instead on the new custom Action I have created to control the relative volume of the ambience track from an ActionList.
Have a great weekend!