To highlight inventory items, you have to photoshop a separate "highlighted" icon, and set it as the item's Active texture. The 3d demo does this on the sword.
To run when you click on the plane? Just attach a collider and the hotspot script!
To run an actionlist through c script:
public ActionList myActionList;
void Run () {
myActionList.Interact ();
}
Hi Martin, to examine an inventory item, you need to create an Actionlist asset that describes what happens when you examine it. You can create one by right clicking in the project window, and choosing adventure creator -> actionlist. You'll like…
Thank you for your input, though I don't quite understand what action 3 is doing in your example. Bear in mind, however, that such logic operations are much easier to create and understand within the actionlist editor window, rather than the inspect…
A brief update for those awaiting the next release: while I had hoped to release it yesterday, connection problems mean it'll have to be delayed by a week. Apologies - rest assuresd that, on top of the usual bugfixes, there'll be some nice new featu…
You're asking some very broad questions. Things like the job of each menu element, for example, are listed in the manual. Can you be more specific about what you'd like to know more about?
Many tutorial on the menu system, including how to create…
Unfortunately not - it's Windows 8 only and I don't have it (in fact, I don't even have a PC, so I had to go through a few hoops just to get Windows at all).
What's more frustrating is that I have had reports of AC compiling on WP8 from other users…
Unfortunately this isn't quite enough detail for me to give proper help, but I would suggest going to the 2D demo when faced with 2D-related problems and trying them there:
1) Load the 2D Demo managers and open the 2D "Park" scene. Exper…
I know, but I'm not sure if correcting it will break existing projects!
Instead of setting it to Return to Conversation, do it the other way around: exit the conversation, and if the number is less than 4, re-start the conversation.
Use the Scene Manager to create the prefab "GameCameraAnimated". From the Game Camera Animated script inspector, assign the animation clip, and it to Play When Active. The camera should then be integrated into AC.
NavMesh Agents are a Unity Pro-only feature, which embarrassingly I don't have myself. Anyone else?
However, if you can code, then integrating your own Agent-based pathfinding shouldn't be too difficult: the navigation system is designed to be &qu…
Try it! Put your Player prefab's layer on Default and give him a Hotspot script.
As for inventory interactions: in your Settings Manager, look for Inventory settings: you can set your Inventory interactions to Multiple. This will make Inventory i…
Use the Inventory Manager to create and manage Inventory items, and the Menu Manager to handle their display.
This tutorial video is a little old (the interface has changed a little since), but the principles are still the same
When using Unity 2D mode, the only compatible pathfinding method is Polygon Collider. I apologise - I thought I'd added a warning message when not set properly, but I've added this to the next update.
The Polygon Collider method let's you "dr…
Yes - it'll be a combination of Variables and a custom script (because of the very specific nature of your puzzle's solution).
What you can do is create a Boolean variable that acts as a "solved" check. The script will update this variab…
The NullReferenceException was indeed relevant - thank you for letting me know about this. It will be fixed in the next update, which will hopefully be out at the end of the week. Apologies for the inconvenience.