Yeah, that's great! On Fate of Atlantis, for instance, he says I can't pick that up if you try to pick-up a leave scene area, so in fact this works a lot more fluidly since you'd never try to pick-up an area that's clearly marked as a leave scene ar…
@chrisicebox I'll try that when I leave work, just wanted to clarify in the video I sent, I never click when hovering over the single-use hotspot, I just hover. If this works, could it be hooked in so it doesn't need hacking the AC files, or could i…
Besides a slight amount of latency, this seems work, thanks @ChrisIceBox !
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI;
public class CursorPreHoveringOverButtonTwo …
@ChrisIceBox To clarify, this is using nine-verb, so clearing the interaction on hover is not really ever expected. Basically, I need to run the "Walk To Marker then run interaction once marker is reached" part of the hotspot whatever is u…
Yeah, I was going to just have the verb run the walk to interaction for anything chosen. I'm not sure why it wipes the selected interaction on hover though? I would have thought it would just reset upon click to perform the single use (custom cursor…
That's great, I can't wait to try it out! Will there be a way of keeping my existing UI mods to the nine-verb? I haven't changed any scripts at all, just the design, so I assume it'll be a case of not replacing the UI parts on import?
Could this also be solved with a parallel action fork? Whereby the success/fail actionlist a are still triggered from the main fork, but the parallel fork takes care of the timer?
I can confirm I'm using thin 3D box colliders for billboard sprites in 3D, 2d box colliders obviously won't work in 3D space, so just make it thin. There's also mesh collider if you need alpha areas to not react to raycasts (also 3D not 2d). Also, i…
I must admit I was a bit confused by why it was amount instead of count! I was going to try count but I think I got something wrong as usual and count didn't fuzzy for me! 😜 Thanks!
I've tried extending this to change the name of the item to match the amount (1 coin, 2 coin(s)):
if (item.id == moneyItemID && amount < 2) { item.label = amount.ToString() + " coin"; Debug.L…
Thanks! That looks really nice, I'll give it a spin. I thought it might a bit complicated/specific for a feature, as for cluttered UI, I was imagining you'd add a range and set the floor and ceil of the count range much like the sortingMap is config…
@ChrisIceBox
thanks! i managed to cobble this together with @Alverik 's kind help:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;
public class CutsceneUiOff : MonoBehaviour { AC.Menu _menuVerbs;
privat…
Yeah, I usually just repost it, it happens if you don't post quick enough or if the post is too big, can be quite difficult to make detailed reports sometimes.
Yeah, it's only for fixing that issue in the video I posted, nothing else appears under a cursor that needs an immediate visual response. I'll have a play and see what I can do, shame Unity doesn't have a way of taking care of this itself.
Ahh okay, and what is the gameobject reference, I couldn't put the interactions UI prefab in it, and I wasn't sure which object should go in there (since there's 5 interaction buttons off the main UI part)
Could this go into Awake/Start when on a script on the UI? I want to give it a shot, but I'm not 100% certain what to put in (gameobject), should that be the button or the root interactions menu? (In which case, would it need further tricks to diffe…