I've just implemented the 'Interact' ability and my setup is a button similar to the video tutorial, except rather than opening a chest, I simply want to activate a Canvas (I can handle the rest once this becomes active)
I'm a bit confused as to how to implement this (not a coder, but good with 'Bolt' Visual Scripting).
The hover tooltips in the 'Interactable' script component seem to suggest that the End Target Object (my canvas) that I want to activate should use the 'IInteractableTarget' script - but trying to add this script gives the error: 'Can't add script component 'IInteratableTarget ' because the script class cannot be found. Make sure that there are no compile errors and that the file name and class name match'
So:
1) What does that 'IInteractableTarget' script do and how is it meant to be used? Or do I not need it?
2) Secondly, I believe I can easily just run a check on the Bool toggle in the 'Animated Interactable' script component to check for TRUE/FALSE and script the 'activateCanvas' from there, but I feel like there's a UCC built-in way to do this? I'd prefer to use that if it is there rather than adding operations that aren't necessary....
3) Thirdly any ideas on fixing that Script error? I feel like I should definitely be using this script on the Canvas object....
FYI currently this is what is working:
- Player character enter's trigger collider of ButtonStandObject
- 'Press F to Use' prompt and Icon show correctly
- PRessing F/Action works as expected and Player 'Move towards location' works great too!
- Audio plays as expected
So all is working fine! I just need to know best practice from here to simply tell a GameObject to become 'Active'
Cheers,
Vlaxep
I'm a bit confused as to how to implement this (not a coder, but good with 'Bolt' Visual Scripting).
The hover tooltips in the 'Interactable' script component seem to suggest that the End Target Object (my canvas) that I want to activate should use the 'IInteractableTarget' script - but trying to add this script gives the error: 'Can't add script component 'IInteratableTarget ' because the script class cannot be found. Make sure that there are no compile errors and that the file name and class name match'
So:
1) What does that 'IInteractableTarget' script do and how is it meant to be used? Or do I not need it?
2) Secondly, I believe I can easily just run a check on the Bool toggle in the 'Animated Interactable' script component to check for TRUE/FALSE and script the 'activateCanvas' from there, but I feel like there's a UCC built-in way to do this? I'd prefer to use that if it is there rather than adding operations that aren't necessary....
3) Thirdly any ideas on fixing that Script error? I feel like I should definitely be using this script on the Canvas object....
FYI currently this is what is working:
- Player character enter's trigger collider of ButtonStandObject
- 'Press F to Use' prompt and Icon show correctly
- PRessing F/Action works as expected and Player 'Move towards location' works great too!
- Audio plays as expected
So all is working fine! I just need to know best practice from here to simply tell a GameObject to become 'Active'
Cheers,
Vlaxep