Hi Chris, I did indeed update both Unity & AC at the same time. I couldn't see any obvious changes to the inventory system though. Here are the InventoryBox element properties:
https://imgur.com/a/IOEykaW
Hi Chris, can I check what the process for linking global variables to a slider directly is please? Thinking this might be a better solution for me at this stage!
Hi Chris, thanks for the rapid response! That has resolved my scripting issue, however I am having issues calling my scripts from my existing action list in scene. I think this is a problem to do with my setup though, so I'm going to go away and do …
Some additional information:
* Stackable items are not being removed from inventory when used. Interaction ActionList: https://imgur.com/a/5KrnJE0
* Inventory items work as expected when unticking "Can carry multiple?" with no changes to …
I'm just using standard Inventory Add/Remove Actions in Interactions, nothing more complicated than that.
Steps to recreate are:
1) Play in engine
2) Proceed to hotspot
3) Use hotspot and receive stackable item
4) Repeat step 3
Results - Notice th…
Hi Chris,
Thanks for the quick response as always!
I upgraded to latest on 25th June, though I'm sure I've upgraded since then as well. I definitely hadn't upgraded to v1.72.0 prior though.
Here are the images on imgur, including the InventoryBox…
Just to note, I tried creating a brand new inventory item after the upgrade and using that instead of the legacy inventory item, but had the same issue.
Hi Chris,
I actually managed to get to the bottom of the issue over the weekend, it's not working 100% as I wanted but it's the next best thing at this point.
It was all to do with the state machine set up and how I'd done my anims in the end. The i…
Hi Chris,
I set the character up in an empty scene, removed the FSM component and the NPC script. Changing the parameters manually successfully triggers transitions through the state machine at run time, although the animations don't play. So it doe…
Hi Chris,
Can you confirm how the nesting for the sprites should work for Sprites Unity Complex please? Currently I've got it set up so that there is a game object with the NPC component, etc. attached to it, then under this I have an empty game ob…
Thanks Chris! This mechanic is something my colleagues and I are really interested in for our project, allowing the player to mess around with things whilst a larger cutscene is going on (which we might not want them to miss out on), can we consider…
Hi Chris,
Thanks for this, am I correct in thinking that I'd need to insert the variable check after each step in the main cutscene?
The player could interact with something and hence trigger one of the smaller cutscenes at any point throughout its …
Hi @ChrisIceBox
Ah I see! Yes that's the case, I chose Top Down (ages ago) because I thought it'd be good to have more choice over the pathfinding method, but it doesn't seem like much of an advantage.
Am I correct in thinking that if I switch over,…
Hi guys,
I have a similar problem currently, I believe it happened shortly after updating to AC 1.45. I have two sprite-based player characters, each of which has a Rigidbody 2D attached, however the trigger doesn't seem to recognise either of them.…
Apologies, I should have mentioned that I'm using the Top Down 2D mode. It appears I've been doing it wrong all along, but strangely up until now it's been working. When I started out I basically followed the tutorials on both YouTube and the site h…
Hi Chris,
Many thanks for coming back to me so quickly, I'm currently working in Unity4, AC v1.40b, Windows 7 Pro SP1.
I'm currently only building to PC (and have done to Mac once). In terms of what I've was doing at the time, I have two players in …