Here's a gif of what I've got.
https://imgur.com/a/zwH9MwF
The Down arrow and Red cross are placeholders of the item's selected graphic, whereas the little highlighter outline thing is an image that sits over each inventory button in unity, and i'…
Oh sorry, highlight was the wrong term.
So with a menu that’s direct controlled, I mean like the element that is selected first, but not clicked on yet. I guess it’s analogous to hovering the mouse, but I’m not sure how to force it to a specific bo…
I’m using unity for the final version, but AC to hash it out first.
One other quick question, is it possible to rehilight the previously selected inventory item when you back out, in the same way, or would that require further fandangling?
Sorry to hijack this, and not sure if this deserves a new topic thread altogether, but is this same thing possible to do with elements of the same menu?
IE, if you select an object in an inventory box, a group of buttons in a little menu become act…
One quick thought I had was that this should only apply to items that don’t have a use function by themselves, so not weapons, healing items or anything you can use to change into something else or what have you.
Therefore would it make sense to che…
Hi Chris, thanks once again for your help.
I’ve got the QTE animations all sorted now.
As far as motion controls go, I think my issue was that I was using cinemachine with custom movement and animation state machines, so it was hard to figure where …
Hey Kloot, if you’re using unity menus with direct controls, have a look at the navigation settings for each button/ui component
A neat thing to do for QoL is to go in and change the navigation so that the bottom button navigates to the top one on…
Hi Thusky, I’m making a game that’s similar to what you described. With only about 9month’s c# experience (all learned as I go) I’ve managed to merge AC with my own custom code to get everything working just fine. The hardest thing was actually modi…
Holy crap dude! You are so ahead of the curve with this toolkit. I feel like most unity asset devs could really learn a thing or two from how quickly you respond on your forum, and how rapidly you remedy even the most niche issues. I can't rate AC h…
Thanks for the response - I'm liable to do as you suggest and primarily focus on unity's UI system - it's definitely useful to know that I can fall back on AC for prototyping since UI design is a huge weakpoint for me! I'll see what I can come up wi…
Hi Chris, I have a follow-up query, that’s tangentially related.
What would be the best way to create an inventory system using the built in menu system that functions like this:
https://imgur.com/EfzTJwl
1) You press the inventory button to …
Awesome!
Thanks so much for this Chris, I’m astounded at how much you’ve packed into this asset - just when I think I might have to build something from scratch, there it is!
I’ll have a fiddle around with what you’ve suggested there and have a re…
You could always create an empty game object as a child’s of each sprite object, position that bad boy in the most optimal location, then link that as the child instead.
Awesome. I was a retard and deleted my player prefab somehow - I was linking the scene object but because the player character slot was empty in the ac settings it was capping out.
For the equipment system using action lists, I use a few differen…
Hi Chris, thanks for the reply. That camera was exactly what I needed. I'll likely see if I can integrate it with cinemachine for some funky effects such as a "look forward" when pressing a particular input etc, but if all else fails it wo…
Hi Chris, one repeating issue I'm running into is in the actionlists, whenever I try to implement a "Character: Animate" action all the fields reset after assigning the character gameobject and I'm unable to modify anything.
I assign the c…
Thank you so much for your response Chris!
That's exactly what I'm after - i am indeed using the world space 2d option and was imagining that because things are laid out in a way that uses the Z axis, it might make detecting hotspots kinda wonky due…