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wmsgva

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wmsgva
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  • It makes sense, didn't think of that. Now that it's on my canvas and saved back to its prefab, it works fine. Just need to create a small pause, as the code is detecting the tab key many times and moving between the fields rapidly. I updated the Up…
  • Hi Chris, Tried the code you had linked to above, but I have an issue. In the editor, I'm setting the values of the tabbableInputFields array to the different tabbed fields on my Unity UI canvas linked to an AC menu. When the code runs and tab is …
  • Thanks for the link, avoids me having to code it. Great support as usual Chris.
  • Chris, how would you go about making this more generic? I mean, I know you can have the player move to objects which have an associated hotspot, but how would you allow for moving down an alley for example? Is it possible to retrieve a vector for t…
  • Pleased to see that I was not totally crazy (you sometimes wonder after spending hours on some issues) and that it will help improve AC. Following your instructions does make it work. Thanks again.
  • That's why it's best to avoid using the latest Unity release, unless you absolutely need something in it, as you're not leaving plugin developers the time to adapt to any changes that may affect their solution...
  • I think that depending on what type of game you're trying to create, combining AC with Playmaker and writing an occasional new action for either of the packages when something is missing is a great combination. Much better than writing things from s…
  • The problem is not due to Playmaker, I have created an empty project with just AC and my video player prefab. This project just opens an AC menu when it starts and as you will see, the menu display correctly, but the raw image in which video renders…
  • Having the source "in scene", doesn't seem to make a difference. Could perhaps be interesting as a future feature to allow the video player component to act as an element of an AC menu. Thanks.
  • I finally combined the AC Character: Face Object action as you recommended with the Playmaker Move Towards action and also disabled the HUD which was controlled by AC by using  KickStarter.stateHandler.SetMenuSystem (false) in my code and all works…
  • So to solve the problem, in the code when I display my dialogue, I added: KickStarter.playerInput.SetInGameCursorState (false); Which now allows me to use the dialogue's buttons properly. As the dialogue is within the "game's world", I…
  • I have found what is causing the issue. It's related to cursor locking. If I uncheck "Lock cursor in screen centre when game begins" in AC's settings, when the dialogue is displayed and I click on the buttons, they work (also works if I s…
  • No, just added the standard EventSystem to the new blank scene. I have noticed in the past a message about Unity's EventSystem possibly interfering with AC's event management. I noticed that you can provide a link to an event system prefab from AC'…
  • Did create a new empty scene, pasted the canvas with the dialogue, added the EventSystem gameobject to the hierarchy and now all works fine. When using in the scene with AC, the button doesn't transition, except in the situation mentioned above (af…
  • @Papu Can you expand on your idea? I have created a scenario/simulation engine that could possibly work for this.
  • For anyone reading this and using Unity UI for the AC menus, here's a script that creates a new AC Action under "Menu" which allows you to change the image elements of that menu.
  • Thanks Chris, this works fine. Great support as usual. Here's a link to the functional script for anyone who needs it.
  • Thanks Chris for the workaround. Is there no better way to improve input control on these actions?
  • Found the reason for the animations playing only once. I was controlling the Animator parameters using Playmaker and they had also been placed in the Mecanim Parameters section of AC's NPC Script on the character. Removing the variables from the NPC…
  • Thanks Chris, the run in background did the trick.
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