There's several steps involved (behind the scenes) to get drag-drop inventory working. Let's back up a bit. You can delete the InventoryBox element if you have no need for it. Are you able to at least select Items, and drag them around the screen…
Scrolls the images in what way? It sounds like the number of frames entered mismatches the number of frames in the texture. Are the frames of equal width?
If I'm following you right, you've changed the Interaction method after placing down Hotspots and defining Interactions.
Of the three choices, Context Sensitive only allows for one "use" Interaction, while the other two allow for however …
Again, you have to check "Run in parallel" before the following Actions will run. Look for the "After running" setting at the bottom of any Action - if it isn't there, the ActionList will stop when it hits it.
It's yours to modify how you please. Better to write a custom action instead, though - the internals of the Object: Animate function are actually within the separate Animation scripts, so that it changes based on the selected engine.
To call an asset through PlayMaker, you'd have to create an intermediate. Either send "Interact" to a scene-based Cutscene that merely has the Engine: Run ActionList Action that's set to run the asset, or call a function within a custom s…
@JackMariani: Can't reproduce this. Please re-post this in a separate thread, with more information, about the menus, and when/how the actionlist is run. Also, please better explain what you mean by "creating the game objects".
@hedgefi…
Sprites Unity Complex merely outputs AC variables (direction, speed etc) - it's up to the designer to use them however they wish. Frame flipping, being an automatic feature, is not available with this method. However, frame-flipping is merely a ca…
I take it you're using Choose Hotspot Then Interaction for your Interaction method, yes?
First of all: in your Settings Manager, look under the Inventory settings and check Drag and drop items.
Next, you'll need to prevent Inventory buttons from a…
Just attach the ConstantID script to the camera.
Unlike the Remember scripts, the ConstantID script won't store any object-specific data, merely the reference. Since the settings of the camera don't change in-game, it's fine to just use the Consta…
There's no official code to handle LOD / occlusion, but Unity's own system may work just fine.
Alternatively, you could try writing a custom script which, when attached to a GameObject, disables the renderer when offscreen.
I'm glad this wasn't a question, because I'd have no idea! PickUps weren't intended for full-blown ragdolls: just static objects like chairs or whatever.
Generally, however, I would advise to use the PickUp prefab wherever possible, and add everyt…
What's your animation settings looking like? You have to manually enter in the number of frames your texture has (within the Character's inspector), but after that it should work just fine.
You could try attaching a Marker script to your NPC. Then the Character: Move to point Action will let you move the player towards him. Re-running this Action every few seconds would update the player's "target" position.
To stop the Pl…
Yes, nice ideas. However, I think being able to adjust just the delay and animation would be too limiting: eventually someone's going to want yet another option, and the whole thing will just get too cluttered.
How about adding the ability to run …
Of course - the movement method is independent of interactions. But "InteractionA" is only a valid input if your Input method is set to Keyboard Or Controller.