TruAmbition
New member
Greetings All,
I've been battling this for the past couple days and figured I'd at least put a line out to see if someone would be willing to assist. I am building a game where the player walks around and completes simple objectives. Most of these objectives are simple animations that play when trigger is set. To my understanding, this aspect of interaction would require me to use the logic for "New objects" outlined in the interact API section, am I correct? I was hoping someone would be willing to do a video doing a base project that implements a custom interaction activating a simple animation via trigger or bool using the Opsive controller. I currently have the 3rd person controller and agility pack. Is it as simple as :
and applying this to each component where interactions need to take place? I fear I'm overthinking this as I didn't see similar questions in the forum.
Please advise,
I've been battling this for the past couple days and figured I'd at least put a line out to see if someone would be willing to assist. I am building a game where the player walks around and completes simple objectives. Most of these objectives are simple animations that play when trigger is set. To my understanding, this aspect of interaction would require me to use the logic for "New objects" outlined in the interact API section, am I correct? I was hoping someone would be willing to do a video doing a base project that implements a custom interaction activating a simple animation via trigger or bool using the Opsive controller. I currently have the 3rd person controller and agility pack. Is it as simple as :
Code:
public class truinteract : MonoBehaviour, IInteractableTarget {
public bool CanInteract(GameObject character)
{
return true;
}
public void Interact(GameObject character)
{
Debug.Log("Has Interacted");
}
}
and applying this to each component where interactions need to take place? I fear I'm overthinking this as I didn't see similar questions in the forum.
Please advise,