Hey! Sorry for the late reply - been swamped with other stuff.
So I tried what you suggested and swapped out "HideSelectedObjective" for "ShowSelectedObjective" in the "ActionList when turn on" field.
It's working... s…
This is debug implementation but it shows the issue.
I declared two objectives. I toggle the "Select After" option in the "Test Objective 2" so the expected behaviour would be that the description is displayed once I open the obj…
Ok, then in my current implementation is not working. Should I took into some specific settings?
Also, for future updates, it would be really helpful to have an option to hide or remove specific objectives. My list is getting pretty cluttered at thi…
Maybe I'm confusing in the way I understood it.
I thought you meant that using the Select After option selects the objetive in the list, showing the player the description of the objective. But I think you are describing something else.
I want to add that in 1.81.4 I don't see the objective being automatically selected in my list, even with that opcion enabled. I have to manually go through the list of objectives and scroll to the bottom to find the latest objective updated.
Update: I found the culprit. It's the PlayerStart in the scene. For some reason is locking the mainCamera FOV. After deleting it, I can control the value on real time again. I might need to make a work around but I'd like to ask, is this as designed…
Thanks Chris! I actually discovered that keeping inventory objects selected at all times works better for my first-person game. During playtesting, several players mentioned it was tedious having to reopen the inventory and reselect objects every ti…
The issue I'm facing is that the NN runs automatically on its own, which means NNCamera is turned on by default from the start. Because of this, there's always a brief moment where the glitch is visible for a few frames before my code has a chance t…
Hey there!
I just figured out what was causing that weird issue (sorry it took me a while to dig into it).
Somehow when the object is moved towards the marker in the First Person controller, like in the tutorial, using the Object:Transform, is chan…
Thanks for the reply!
Yeah, it's super strange. Everything else in the game is totally fine - the subtitles UI, text, 3D environment, all of it loads properly. It's just that with this option enabled, I'm getting what feels like a 20-second black s…
Perfect! It works!
Notice there was a small typo in the code:
In the PlayerToCameraSetter script you sent me. On line 17, it's trying to use a variable called "startPosition" but that variable doesn't exist anywhere in the code. I fixed …
And as an extra question to my previous post,
How about the situation where I'm moving the player to a different position during the cutscene? (it's a first person game) By default the camera returns to the starting position once the cutscene finis…
Awesome!! It works great! Thanks!
There is a small typo error in the code.
The script has a naming mismatch error on line 21. The static constructor is incorrectly named PlayFromHere() but should match the class name StartFromHere. This creates a c…