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StaticInventoryDisplay definitions #8

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Gizmotronn opened this issue Aug 15, 2022 · 3 comments
Open

StaticInventoryDisplay definitions #8

Gizmotronn opened this issue Aug 15, 2022 · 3 comments
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@Gizmotronn
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This is likely because we technically have 2 inventories (one in FirstPerson3DController and another one in FP3C/Inventory Objects)

I think I'm just going to go back to working on the character controller and its inventory for now, and then merge the two inventories (systems) together later.

Liam

SCD-4

@Gizmotronn Gizmotronn added the bug Something isn't working label Aug 15, 2022
@Gizmotronn Gizmotronn self-assigned this Aug 15, 2022
@Gizmotronn
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Gizmotronn added a commit that referenced this issue Aug 15, 2022
We've added the slots and the backend for it, it's working fine, but I think it would just be better to build this onto a scene like the procedural planet stuff in Signal-K/starsailors-boilerplate#2 for now and integrate it with the main character controller scene here down the line, as at the moment we've got two scenes/mini-projects here, with "Inventory..." being used in Variable names and it's getting quite confusing for myself and for Unity. So we'll take a break from this for now
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Another issue is that I deleted/moved a lot of the scripts and other assets relating to the FirstPerson 3D Controller Scene, so I need to revert (temporarily) back to commit 08f2915

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Screen Shot 2022-08-16 at 3 11 14 pm
Fixing/rebuilding the terrain for b686f3c

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