Update:
I managed to solve the above by a Send Message directly to the Photo Game Object Button to disable interaction. Before I tried to send the message to the UI Parent with the photo object as a public GameObject, but didn't work. Sending it dir…
Update:
I added
InvInstance myItem = KickStarter.runtimeInventory.SelectedInstance; myItem.Deselect();
to the Zoomscript so at least it seems like I can select a new item from InventoryPhotos, but it is still as if the zoome…
Thanks. I could be wrong in that I'm using the one with the New Game Wizard, but I don't remember changing it.
Visual studio gives me the following error:
Severity Code Description Project File Line Suppression StateError CS1061 'Joy…
I'm still using the download-one. The scenario is that I use close-ups of Inventory items with a similar approach as that of the First person demo (a 3rd person camera attached to each item-examine-prefab). The Camera joystick is used to spin the ob…
I’m using many action lists, e.g. a close up camera, where one of the parameters is a string that is used as a player line. The string is set through ”set interaction parameters”. I want all of these to be translatable so I’ve set local or global st…
Reviving an old post. I should probabIy have used your advice on "custom translatables", but now I use Local Variables predominantly for storing Dialogue text coming from "Set Interaction Parameters", for them to be translatable.…
Thanks a lot for this as well. I made the script monobehavior and included it in the scenes. Works great most of times but not others. I guess it has to do with timing around how quickly the app is fully closed (swiped off the screen) after the wind…
Thanks for this. The "moving touch drags cursor" was already checked for None-movement so when unchecking it, the interactions during "none" (menus etc.) works fine without having to drag the cursor.
During gameplay (FP movement)…
I found it. It was the layers. I had mistakenly changed it to everything, which included the player itself which returned a null for material. My fault for not checking, but thanks a lot for showing the right direction !!!
Yes it works! Both Saving and loading without problem. Thanks a lot again!!
It seems I still have this error message when entering playmode, but it doesn7t seem to affect anything so I'll leave it.
Missing types referenced from component SettingsM…
Hmm... still doesn't work. I've tried to remake the Physics materials etc. but still the same. Even if I remove all the PhysicsMaterials from the floor colliders, it still plays the Surface ID (0) sound.
Thanks, but still doesn't work :-(
I put a
Debug.DrawRay(transform.position, Vector3.up * -raycastLength, Color.red, 2f);
in the Request Surface method and the rays are cast just fine, but still the sound is just Surface ID (0)...
2nd part of the error:
System.Xml.Serialization.XmlReflectionImporter.InitializeStructMembers (System.Xml.Serialization.StructMapping mapping, System.Xml.Serialization.StructModel model, System.Boolean openModel, System.String typeName, System.Xml.…
I rebuilt the Events and the SettingsManager error seems to be gone.
The full error message is too long for one post so will split it in two.
(What is the Markdown markup to make a long text like this look good?)
InvalidOperationException: AC.Atta…
The game camera is attached to a static object so has a local position in relation to this., and Position (world) refers to its Global transform position.
I tried with the AC prefab with no parent (orthographic) but still the same behavior. It jump…
Thanks.
The error:
I added the code but no difference in loading nor saving. Yes, I saw the upgrade note on saves and was fairly sure that I did the saves in v1.80, but I could be mistaken and that they were made before. In either case, I should st…