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!
Thanks for the quick reply Chris!
Changing the value of the relativeVolume property on the fly doesn't seem to affect the actual volume of the track that's being played though, unless I am doing something wrong.
I was able to make this work via Re…
Just commenting here to let you know that after upgrading to version 1.78.0 and adding the 'Remember GameCamera 2D Drag' component, everything seems to be working just fine! Thanks again Chris!
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Gotcha, yes I am aware of the Cinemachine system. Thank you for pointing that out!
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No worries! It's not a super huge issue right now -for me at least- but it would have been great if the camera position was remembered once you load …
Thank you Chris!
So based on what I gather, I need to add a 'Remember Transform' component on the GameCamera2DDrag game object and not on the 'Main Camera' one, is that right?
I did that and I can see that the transform is stored in the save file …