Ah, making the inventory part of my interaction menu is something I haven't considered, I will think about this some more, thanks for the idea Chris! :)
Sorry, but I'm confused.
I'm using DetectHotspots.SetSelected() to select hotspots and when I use DeselectHotspot() it seems that the hotspot gets selected again right after, the label doesn't disappear, but I can see the highlight flashing. Is tha…
At the moment my custom script detects all Hotspots on screen and selects the closest one to the Player, so one hotspot is always selected.
If the player is too far from any hotspot (defined by some max distance value) I would like to have none sel…
@ChrisIceBox is it possible to have collected hotspots in the detector, but none of them are selected? I would like to set the closest hotspot as selected/active, but if no hotspot is close enough to the player, none should be selected, but the user…
I suppose it would be better to check the contents, but I don't think it is necessary for a HashSet? Anyway, just checking if the list contains the Player GameObject is probably the cleaner solution xD Thanks so much for the quick response Chris!
The new SetSelected method of the HotspotDetector component instantly solved my problem, thank you @ChrisIceBox! :)
Next I tried tackling the recognition of InteractiveBoundary so it also works for my hotspot detection. It basically works, but it s…
Thank you so much Chris :)
Thank you BecauseBecause, much appreciated! That is a very valid point and I hope it will be enough that the player can cycle through nearby hotspots and also has a button to highlight all hotspots. Those things are alrea…
Let me rephrase the question:
If I add multiple hotspots to the DetectHotspot component with AddHotspot, how can I control via script which one is the highlighted/selected one that the player can interact with by pressing the InteractionA button? W…
The debug log prints
Menu element: Element ID 1; Use, Hotspot: Hotspot
or ID 0, depending on the selected element.
After removing the custom script, the problem was gone, but it comes back when I instead run an ActionList with "Engine: Manag…
Also it only happens when there are two (or probably more) options, but also with one interaction button it slightly moves to the hotspot and is not at a fixed location like it should be. Strange indeed.
I'm pressing the InteractionA button on the gamepad to interact with the Hotspot and when I use (or just flick) the UI/Navigate axis (Left Stick or D-Pad), the menu wanders to the left or right respectively. Interestingly the problem is also there w…
I can make a video, but before I do that I will try to explain the situation a bit more.
A very important part of my game will be the ability to change between point-and-click and direct gamepad input. I'm using the Input System integration and the…
Thank you Chris! Is it necessary to set this to true if I want to be able to control menus with a gamepad? Sorry but I can't find a lot about this in the manual.
I created a new project to take a look at it. Should the input system integration from the package you sent me work with v1.81.7?
In my new project with the packages you sent me, I set the event system prefab in the menu manager. I tried navigating…
I have read the Manual chapters but since the input system integration is an additional addon, I suspect my problems are not discussed there and I believe I did everything that is mentioned.
What I don't understand: when I don't specify an Event Sy…