Thanks for the info!
What I am doing is making a monster ai with makinom.
First tagged machine is the wander mode.
Second tag machine is the chase mode.
Third is the investigate mode.
So in every update, at least one mode is being called.
I am doing…
Ahh I came upon that too once. In the case of that, I can see why it is like that. In Makinom it is pretty easy to solve that, as there is the Collider Intersect Bounds.
What I did was just make the trigger a trigger stay and added in the collider…
Thanks! I did it as you say with the complex method and it is working fine so far.
Oh yeah, I finally found out why the weird thing is happening. It's because when my interaction controller is on an interact object and the interaction hud pops up…
Ahhh I knew I was making such a simple mistake. I totally forgot about that. Just for future reference, I solved it by making the deactivated object a child of an empty game object, finding the parent, and activate the child that way. Thanks!
The back button is not really needed in my case because I already enabled the close out of box click. I also tried the none button, but sadly that still show an empty button. If the back button is the closest thing to allowing the submenu to show …
If I enable the Only Available and set the default action to none, then the submenu will not show up for none usage item. If I click on the item which has the useable in set to none, nothing will happen. :)
I did that, and also disabled the Only For Useable and Only Available option in the submenu. For the items that has the useable in setting set to none, when I click on them, the submenu will appear, but the use button will still appear, just in ina…
After seeing your suggestion, I went back to see if that's the correct one. I disabled the item text, as I don't want it to appear, but when I use an item, the dialogue still pop out. Dang :)