Update: I've been looking into the controller on my end. It does seem fairly basic, and not too well suited to being integrated with other assets without modifying the motion controller's code itself.
IMO, the best way to work with the controller …
Welcome to the community, @Paul.
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Any script that bridges two assets together will need to account for the way in which you want to integrate them. The exact functions involved will depend on the asset you're using, but the main takeaway fr…
See Unity's docs on Input.mousePosition for details on what the y value represents.
A check to determine if the mouse is in the upper third of the screen would be:
if (mousePosition.y > 0.67f * Screen.height)
That's as I understood it.
Don't confuse the "Cursor Rect Transform" with the actual cursor. The script doesn't affect the cursor, but a RectTransform in the Canvas hierarchy that represents the item/cursor from the inventory.
Is an instance of this script placed on each Conversation object?
If you wish to run some custom code when a specific Conversation is run, you can use the OnStartConversation event and compare its parameter:
using UnityEngine;using AC;public class…
Are you referring to ActionList assets triggered when a dialogue option is chosen, or the option labels?
How is the Conversation referenced/triggered in your game at runtime? Any relevant screenshots will help understand the issue.
Sketal animation by its nature is more complicated to set up than sprite-swapping in general, as it involves having to manage a rig and animate it from within Unity.
This is made moreso with traditional adventure games, which normally have the play…
We'll need to see if this is related to point and click input, or pathfinding as a whole.
Place down a Marker at the walkable position in the scene, and use a Character: Move to point Action to have the Player move there, with Wait until finish? ch…
Are these cutscenes constructed with ActionLists?
You can use ActionList assets if you want to rely on prefabs, but that doesn't sound necessary here. It's instead a case of first switching to the scene that the cutscene takes place in, and then r…
Attach it to your Inventory menu's prefab so that you can assign the cursor image in its Cursor Rect Transform Inspector field.
To trigger the effect, use the Object: Send message Action to trigger its AnimateCombine function.
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Can you expand on this? Presumably, pressing the inventory key then brings up an additional menu from which to select an item. What inputs are you using for each?
If that's your intent, you'll want to set your "Interaction method&quo…
Welcome to the community, @serajone.
I will need to see what you mean exactly by the references becoming missing. You can share pictures by uploading them to e.g. imgur.com and pasting the links here.
Please also descibe the issue as much as you …
It may be an issue with the Quaternion conversion. Try unchecking Euler rotation? in the Action to have it stick to a Vector3 instead.
If you want it to be exact in its orientation, another option is to place down Markers that represent the Transf…
If you want it to be based on height, yes.
The script above locks the menu, preventing it from turning on again. You may want to remove this, or have it unlock when the mouse position is correct - it depends on the exact behaviour you want.
A given item's RectTransform can be found by getting it's UISlot from the InventoryBox element:
using UnityEngine;using System.Collections;using AC;public class AnimateCursor : MonoBehaviour{ public Vector2 offset; public RectTransform cursor…
If you want to resize your character's default size in the prefab, you'll need to update their skeleton - not the root object.
AC will control the scale of the root ("My New Player"), so you can either reduce the size of the sprite child …