You can do so from within the properties of the Recipe itself - assign an asset in the ActionList when create field, and have it run the Sound: Play one shot Action.
The gathering is handled in the Speech Manager - look for instances of GameObject.FindObjectsOfType and add the optional includeInactive parameter.
I can see about making this optional, but likely it'll be a "hidden" one that can be set w…
Return to the CustomInventory script, and comment out the line:
KickStarter.playerInput.canKeyboardControlMenusDuringGameplay = true;
Are interaction options directly click/tappable then?
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This'll be necessary if you want the UI to update when items are removed as well.
What was your implementation? Try this:
void OnInventoryRemove (InvCollection invCollection, InvInstance invInstance, int amount){ if (invCollection == K…
If you're using version control, you can compare changes made to your Speech Manager asset file to see which lines were modified.
If not, and if this was before the changes were made, I'd suggest creating a new language (which will use the original…
Recreated, thanks for the details.
It's due to the Trigger not treating the Conversation as gameplay, despite the Settings Manager option.
I'll remedy this as part of the next update. To fix temporarily, open up AC_Trigger and look for the line:
…
The script you've posted doesn't match the filename of the first error - are these two different scripts, or is ActionLoadSoundBank.cs the script you've shared?
The Action API has been updated (you can see the new format in the second link), but ol…
By "analogue", do you mean the on-screen joystick? I'm not clear on the exact behaviour you're describing.
You'll need to choose between either using that to select options, or pressing them directly - it can't do both at the same time.
…
You're using Context Sensitive interaction mode, which means you can check Change cursor based on interaction? to have the cursor change to each Hotspot icon's first-available "Use" interaction when hovered over.
Alternatively, if you use…
Could you share a screenshot of your Cursor Manager that shows the assigned texture and properties?
If set up for the Hotspot cursor, the animation should kick in automatically - provided the texture itself has Read/Write enabled - though you shoul…
I need to be clear on the fundemental issue. It sounds like this is to do with getting a reference to the currently-held object - i.e. knowing which object to assign in an Object: Teleport Action to place the object on the table. Is that right?
I…
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That's the intent behind the script - it should do that already. I can't recreate any other behaviour.
Let's try some debugging. Above the line:
KickStarter.sceneChanger.ChangeScene (runtimeSceneIndex, true, forceReload, assignScreenOver…
No - that behaviour is as is it was, both for 2D and 3D games.
If you drop the Player prefab into the scene and run it, you should get a message in the Console about the override. Does this display, and does this override move to the Default Playe…
That's right - for Rigidbody Collision to work, a Rigidbody must be present on either the Trigger, or the Player.
You could attach a Rigidbody and set its Body Type to Kinematic, but using Transform Position for the Trigger's Detection method will …
Do two things:
* Open up the combat example's CustomInventory script, and comment out / remove line 146:
KickStarter.playerInput.forceGameplayCursor = ForceGameplayCursor.KeepLocked;
* To the Interaction_TurnOn ActionList, add a Player: Constrai…
All object-holding is done through the Character: Hold object Action. The process is the same for NPCs and Players - so long as they have "Hand bone" Transforms assigned, they can holdobjects.
Is the issue to do with referencing the obje…
You don't need to route all starting logic through the OnStart cutscene.
As an alternative, you can attach the ActionList Starter component to your ActionList, and check Run on scene start?.
It's down to this section of the v1.79.0 changelog:
* The OnPointAndClick custom event now uses the "ref" keyword for its pointArray parameter
To fix, replace:
void OnPointAndClick(Vector3[] pointArray, bool run)
with:
void OnPointAnd…