What does this InventoryBox actually contain? Is it just a list of objectives listed as in
case AC_InventoryBoxType.Objectives: ?
I think that creating a custom component would be a better long term solution...
BTW. I was wondering if there would have been a way to have this Not going to talk DialogueOption if there's only one option there could have worked here somehow.
In any case I wouldn't like to have this option to be visible or selectable.
I added the Hotspot object inspector pic in Imgur.
Problem here seems to lie in that I only want to have a Talk-to as a single selection. But it seems that the hotspot icon appears only when there's a Look-at set enabled and first action.
I'm using EventManager to handle book Hotspot interactions. I just don't want them to be set all the time. I was wondering what would be a solid solution to manage the delegates.
Would a simple setup/exit function before and after book shuffle game …
So the idea is when player clicks a book position, the book in that position is turned off and cursor changed to that book. Then when clicking another position it will swap the books in the positions.
I eventually went for a Hotspot in a book position style approach, but there's no script selection for interactions. Should I just create a script with ray casting and do the logic there? Or is there a way to use AC components?
This Action data -> Backup works just fine. The scenes have something like 120 ALs and couple dozen ALAs, so not so large after all.
But since I have all the 3D packs installed, the project is 30 GBs. And this causes Unity to hang sometimes.
Here's a pic: https://imgur.com/GNRCT8l
I set it to zero, and everything seems to go fine.
But when I tried to get some debug data I only had to enter a number to the Autosave interval when this happened.
So, hard to tell.