Hello! Im starting to add some documents to my game. Character found some items in scenario and add directly to documents. But I was searching on tutorials and documentation and im not pretty sure how they works. Any good tutorial about how docuents works?
Here is how i configure document:
And my UI Prefab:
Here is how i added in my action list. Maybe im doing something wrong?
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The only issue I'm seeing is that the Collectible Title's Label type needs to be set to Document Title, if you want it to show the Document's name.
What is the exact issue you're having? A Document must be opened or selected in order to be made "active" so that it appears in the elements - what Actions are being run?
here are the action i use. But when i open the Collectible Prefab with the Menu Collectibles, it doesnt appear anything
I change name with just a word and remove ñ if that giving issues, but still not open
Also, when i added i get this on the Console:

Unless you have multiple Documents open at once, you shouldn't need the Open in set element? option.
If checked, however, the Journal name field refers to the name of the Menu's Journal element - in this case, "Collectible Description".
Thanks! That works. Anyway, I was having some doubts regarding documents. My character will be finding new documents trough the game. Do I have to make a document per element found or add new pages to just one document? If need to be just one document, is there a way to add a title to each page?
If you want to add additional pages at runtime, use a Journal.
If each of the Documents the Player finds are independent, use Documents as you are now. You do not need a separate Menu/Element for each one - the same Menu will be used to display whichever Document is referenced by the Document: Open Action.
And what if i want to be finding each document and then i want to check all my documents at menu? Is that possible? Or am I complicating too much?
You can create an InventoryBox element, and set its Inventory box type to Collected Documents, to display a list of all Documents collected by the Player. Clicking one will then "open" it, populating the elements in your existing Menu with that Document's details.
Interesting way, will try and will thanks!
Sorry for delay, but it worked, thanks a lot!!!
Going again with this... how do i get a fallback image on the slots? I tried adding an image directly on Prefab and also adding a texture on my Document Image and adding a Fallback, but slots looks empty
. Is this possible?
Also dont see an option on "When slot is empty"
What's the intention? To show an "empty" sprite to fill up empty slots?
Set When slot is empty to Clear Content, and then add the empty sprites to the UI prefab as a separate chain in the Hierarchy, such that they are hidden underneath the regular slots when visible.
Thanks! But I think I need to think about it, because if i add new document with different shape sprite appears down maybe adding the shapes with background I think?.
I'm not sure I'm following you exactly - can you provide screenshots/mockups to help illustrate your intent?
Ok, here some screenshots.
I make a copy of prefab underneath the document box, but when i added the documents it appears the image beneath them.
You can hide the greyed-out icons, based on the Image above them being visible or not, with custom scripting:
Ok, i think i will look a different approach, thanks a lot for the code, but still having issues with arrays (if i choose clear content, the empty space saids "Index was outside the bounds of array" and game close) and stuff with the moving bar and AC coding :S.
I think will look better without the scroll part. Is there a way just to open document with just clicking on the arrow, so i don't have to click to open document? Also, having a counter document will be great. Document part is great but a little complicate to use it right now.
If you can share more specific details about the error message you received, I can look into it.
As in, clicking the "right" arrow scrolls to the next Document?
You can do this by keeping the InventoryBox that displays Documents - setting its Maximum slots to 1 - and then using Buttons that offset it (Click type: Offset element slot). This InventoryBox would be hidden off-screen, and then a simple custom script would "open" the displayed Document to have it be displayed.
Let's get the first part of that done first, though: create the InventoryBox to just show one Document at a time, that can be scrolled left and right, and we can then look into the script.
Here is the error I get when I select "Clear Content", instead of "Disable content".
About documents, i get to Offset elements slot, but only move icon, and then i have the text down of previous element and I need to click on icon to update text, and I think thats confusing, i think the most intuitive way will be to scroll all info (image, title and text) but I'm trying to do with grids and stuff and don't get it right.
Indeed - that's what the custom script should remove the need for:
Attach to your Canvas prefab, and then amend its Inspector with the name of your Menu, and the InventoryBox that displays the single Document.
thanks for the code, I was trying to fix it, but still too noob to do that. I get this on the inspector
AutoOpenDocument.cs(11,40): error CS1501: No overload for method 'GetMenuWithName' takes 2 arguments