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hightreason

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hightreason
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  • In case it's relevant, proximity detection method works perfectly. Unfortunately, I don't want to use proximity detection for this game.
  • ProcessClickUI looks to be doing some check to see if the player is allowed to click. However, it often comes to the wrong conclusion it seems. So, what I've done for the moment is comment out that if block in ProcessClickUI so it always runs the c…
  • Am using the tinpot AC prefab, removed UFPS player from the scene. So, ProcessClickUI is what was causing it. If I bypass that and just call ProcessClick instead, it works fine. I'm not really sure why.
  • Actually, AC does implement a Click Handler. It adds a script to each of the inventory buttons called "UI Slot Click" which Implements IPointerClickHandler. This script appears to only handle right clicks, however. Right clicks do work imm…
  • Well, some good news and one issue left. 1. The mouse jump was indeed UFPS's doing. That is taken care of. 2. The Unity UI Prefab does not completely not work as I previously thought, the inventory buttons are just very.... insensitive. You have t…
  • I was using 1.48b. I just now upgraded it to 1.50c but I don't know if that fixes the original issue because it causes other issues that make it so I can't get to the original Issue. Here is what all relevant versions: AC - 1.50c Unity - 5.3.1f1 UF…
  • I found what caused the problem, but still don't know how to properly fix it. I changed from AC Inventory Menu to Unity Prefab Inventory UI and that's when the problem started. Just using the prefab that came with AC with one minor change though: on…
  • Here's a video of the problem: https://www.youtube.com/watch?v=0vPRkkBHmSw
  • Ok, I just checked. If I put a deselect action at the end of a combine actionlist it does deselect it, after it gets done displaying the narration message... This seems like a really hackey way to accomplish things though, to have to add a deselect …
  • Ok. I got it. The sensitivity was too low, so had to scroll the wheel really fast for it to change. Set the sensitivity higher and it's working now. Thanks for the help sorry.
  • Hello. I checked that available inputs section and CycleHotspotsLeft and CycleHotspotsRight are actually not there, but they still work anyway. Right now I have CycleHotspotsLeft set to "[" and CycleHotspotsRight set to "]" with …
  • As I suspected, the sound issue is not present across restarts in the built version, only when running it within Unity. Unity is probably running the game in the same process and the pause menu is stopping sound on the whole process until being rest…
  • Hello and thanks. Here what I have now discovered. 1) In all the following cases, AC's MainCamera is tagged as "MainCamera" a) If I tag the player camera as untagged and add the player prefab before the game begins, I get the Hierarchy err…
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