To be clear: the issue is that you want to click-and-hold a while before showing the verb coin? As opposed to showing up instantly?
As that's not a standard option, you'll need to rely on a custom script to control the state of your interaction men…
I think it's best to back up a little and start from the beginning - what is it exactly you're trying to do? You mention picking up ammo boxes, but I'll need more detail to understand what it is exactly you're expecting. Ignoring the methodology f…
You don't have Root Motion checked on your Rigidbody.
I also don't know the effect that "Obi Rigidbody" is having on your character, so I'd recommend leaving any custom scripts or systems off your character before the issue is resolved so …
All Menus that make up the default interface can be removed and/or replaced with your own via the Menu Manager. For a full rundown of the Menu system, see the "Menus overview" chapter of the Manual.
A series of text-based tutorials on me…
You can read a variable's value every frame by doing so in an Update method, i.e.:
void Update (){ float myFloatValue = GlobalVariables.GetFloatValue (myFloatVarID);
}
In future, please post new questions in separate threads.
A 2D character's "sprite child" must have a zero local position - i.e. their Position in their Transform component must be (0,0,0). You'll get a warning about this in the Console i…
You're referring to this?* Fixed: Global variables linked to Options Data not loading correct values upon switching save profile
Update the Options script's SwitchProfileID method. It should make a call to AssignOptionsLinkedVariables:
KickStarter…
Welcome to the community, @nRedux.
It should be as you expect - with a Root Motion turning value of 0, turning should occur regardless of you defining a "Turn float" parameter - which in that case would be purely cosmetic.
Try loading up t…
It's an option that was actually present but removed some time ago because of its instability. Such a feature needs to work 100%, because of how critical ActionLists are to a project. I'll revisit it, but can't make a guarantee.
Welcome to the communuty, @Bosca.
You can have Inventory items be treated like Hotspots (i.e. open up the Interaction menu when clicked) by setting the Inventory interactions field to Multiple. This can be found under "Inventory settings"…
Welcome to the community, @WarieLym.
The script doesn't look comprehensive - did you post all of it? Scripts are best copy/pasted in e.g. http://pasteall.org, and links posted here.
By "variableIDToSyncWith", I'm assuming you mean the i…
@sonicjoy: This won't do it completely, but you'll have a good start by renaming all instances of MultiBool to MultiInt, BoolValue to int, and boolValue to intValue (all case-sensitive).
From there, it should mostly be a case of correcting errors th…
Welcome to the community, @pikor.
Yes - this is known as "Choose Hotspot Then Interaction" mode, which is available as an option in the Settings Manager's "Interaction method" field.
Please see the Manual's Chapter 5.1.3 for more…
Without loading a save game file, the game will begin with options data (sound volumes, language, subtitles state) taken from the active profile. Any options-linked global variables will also be updated to this profile's set of values.