Thanks a lot again
* Where can I find the Controls Reader prefab? I don't seem to have it.
* Mouse over menu.
This worked!:
public GameObject panel; bool overMenu; void Update() { overMenu = KickStarter.playerMenus.IsMouseO…
Thanks a lot for this!!!
* Joystick both buttons:
I'm building for iOS. Active input handling is set to "Both", although I tried the Old and the New as well with the same result. I am testing it through the unityRemote, so not sure if th…
One more thing. How do I disable one of the buttons temporarily without disabling the whole joystick? I have tried to disable the game object that holds the button component, but this only hides the button.
The number of lights are fixed, lots of different lamps and lights though, so I suppose I could group them all under a parent and SendMessage to all children. However, I have some other similar situations so I'd prefer to use/learn CallEvent.
I tri…
Thanks for this. I hadn't used the ActionList Starter component before. This works for lights outside the current scene when switching scenes, but how do I turn on the lights that are in the current scene when switching the master switch i.e. changi…
Yes, that works. Thanks. Still seems a bit suboptimal though, but all good.
In one case, I had the "Return to last gameplay" as the last action in a button action list where the menu itself was "Except when paused" and it snapped…
I've tried to find a pattern, but unfortunately not found one.
I put a Dialogue:Play speech (narration) at the end of the action. The text displays at the same time as the camera starts to move back and now it doesn't snap, but instead transitions b…
Sorry to revive an old post, but I still most often cannot get the "return to last gameplay" transition to work. It just snaps back to the first person camera that was active before switching cameras.
Please see attached action list.
htt…
Great. Thanks for getting my head around Component Variables vs. Integer parameters. I wasn't sure when reading about "intValue" in the scripting guide as it mentions "The new value or ID number". All good now!!
Yes, all works great!!!
10 FOR I=1 TO 1020 POKE 53281,130 POKE 53280,640 PRINT "THANK YOU";50 FOR J = 1 TO 1000:NEXT J60 POKE 53281,070 POKE 53280,080 PRINT " ";90 FOR J = 1 TO 1000:NEXT J100 NEXT I110 END
Thanks for checking this.
Please see below info:
https://imgur.com/a/iqF3sPl
I am also doing a similar thing to add an inventory item based on the invID stored as an int in a parameter and the same things happen. The code is in the last picture in…
This works great! Thanks a lot!!
On a only slightly related topic, I am storing the "item in the hotspot" 's ConstantID as a component variable. This is then going into the Use: action list as a parameter.
I want to take this parameter (c…
All action lists in the asset folder are gone. Including the folder itself(?). For the scene based actionlists, they are there but all are empty. Yes, I managed to get scene based actions back through Restore, but I have no idea where the Assets bas…
Hi,
Thank you for helping!
As simply as I can
* 12 different items that go into 12 different slots. Only one combination is correct.
* Inventory items A to L in inventory
* Hotspots AA to LL in scene
* When dropping an item to a hotspot, I want to…
Actually it didn't work.
All it does is to set the parameters in the Asset Action List so that the next time I run it, it places the item in the hotspot that was assigned the last time I ran the action.
"Revert to default parameters after runni…
Sorry for all the posts. After hundreds of trial and errors and a bit of help from ChatGPT, I added parameters[actionParameterID].gameObject = gameObject; in the AssignValues method and it works!! All good for now...
I set the ConstantID as one of the properties for the Inventory items.
The below script seems to change the GameObject parameter in the Asset Action list since I add the same Action list in the ShowGUI field. But obviously it doesn't change the runt…