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Delay in menu response.

Hello Chris and Adventurers,

I am making a first person game similar to Myst. One of my mechanics spawns objets as if the player was holding them, similar like guns in FPS, but these aren´t weapons, just objects that activate interactions. In order to do this I created a menu that turns on when pressing the central mouse button (Appear Type: On input key; Toggle key: Fire3). Each time I do this an ActionList turns on and spawns the object I want where I want it (to a Marker2D) (I use a variable to check the location the player is in, then I spawn the first object and if I press the central button again it spawns the other one, everything by checking and setting variables on and off).

The thing is that when it spawns the second object or subsequent ones I have to click the central button twice, because there seems to be a delay or something. I don´t know why this happens and it is a little annoying to have to click twice (or even three times) and waiting a couple of seconds. (There is no Engine: Wait x seconds assigned to the ActionList.)
Maybe I am overcomplicating the system, but I don´t know any other way to do it (and I can´t code at all). The idea I have would be similar to a weapon menu and every time I click it changes to the next weapon, but there´s a delay.
I think it is something related to the menus because my right click action activates another mechanic similar to the one I have explained above but this one only spawns an object (it has another function in the game). It works but, again, the right click takes a little time to response the second and subsequent times.

Thanks.

Comments

  • What are your AC/Unity versions?

    Are you using the Menu's On Input Key option simply as a means to run an ActionList when the user presses a key, via its "ActionList when turn on" asset? You don't need a Menu for this - you can define an Active Input instead.

    Otherwise, can you share screenshots of the setup? I'm not 100% clear on the mechanics/logic involved.

  • Hey, Chris.

    I defined an Active Input and now it works like a charm. Thank you, I knew somehow I was overcomplicating everything.

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