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Unhandled Inventory Interaction - Give to NPC

Hi, I'm trying to set up my unhandled interactions for each inventory item if doesn't interact with that hotspot or NPC. When I drag an inventory item onto an object with a hotspot, it is triggering the 'Use on Hotspot' unhandled interaction as expected, but when I drag the item on an NPC, its triggering the same interaction rather than the 'Give to NPC' unhandled interaction. Under Inventory in the settings 'Auto-toggle 'give' mode?' is checked. Any ideas? I'm on Unity 6 and AC 1.83.

Comments

  • edited June 1

    Welcome to the community, @AndyBobMc.

    The distinction between "use" and "give" is set in the defined Hotspot interaction itself. The auto-option switches between use/give based on the Hotspot's Interactions - not the Inventory item's unhandled ones.

    You raise a good point, however. I will see about adding this condition to the option's behaviour as part of the upcoming update. Thanks!

  • Hi Chris. Thanks for coming back to me on this. Sorry, I'm not quite sure I follow though. I get that you can set up specific interactions for inventory items and NPCs. If I create an interaction on an NPC for a specific inventory item and then drag that inventory item on top of them, the interaction triggers. It doesn't seem to make any difference whether the interaction is set to Use or Give, what happens next is dictated by the actionlist I set, so I'm happy there. What I'm refering to is the unhandled interactions. If a player drags an item onto an NPC and there isn't an interaction predetermined in the NPC script, it triggers the unhandled interaction set in the inventory, but it always plays the 'Use on Hotspot' interaction rather than the 'Give to NPC' interaction as if it can't determine between a hotspot and an NPC. Or is that what needs an update?

  • Yes - the "Auto-toggle 'give' mode?" currently only affects defined Interactions.

    The next update will allow the "Unhandled Give to NPC" interaction to run under the following conditions:

    • The Hotspot has no defined Inventory interaction
    • The Hotspot has an NPC component on their own object, or their parent
  • Perfect. Thanks Chris!

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