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Well, the case is that when the ActionInvProperty action runs, and the warning is given, the item is not in the inventory, is on a container.
So I guess the debug log is totally fair and not a bug per se; The Item can't be found in the inve…
Well, personally I resolved this issue just pre-recording the Live value of the item with the OnInventorySelect event, so when the variable is checked on OnContainerAdd event, is not trying to get the data from the item inside container, so at least…
Using the "Get Live Features" was a thing I tried thinking it could be related.
Strangely enough, it gave me a "bug" that I didn't reported because I guessed it was a totally unrelated thing and I thought my problem was elsewhere…
Ups! Just a little problem.
After achiving being able to modify propierties from script (as I did not see anything in the scripting guide to "Set Property" but there was an actionlist to change propierties values so... It must be possible!…
Wow! Lots of thanks. Works like a charm both of it!
This engine is always improving... and making questions here has been my best way to keep improving coding along these years ;)
All right! I was under the complete assumption of the need of having them in the same menu, but I see I do not. Maybe a wrong assumption because fast tests.
I've remade the menus; 3 menus, 1 crafting, 1 normal inventory box for Category 1 items, an…
BTW.. I'm having problems configuring the correct way the crafting output should work for me. Not sure If I'm doing something contradictory. (using UnityUI)
When using:
(On crafting properties)
-Specific Pattern: On
-Actionlist on Create: On
-Acti…
It totally fixed it! I feel less useless with coding now XD
Now works perfect.
Yesterday I tried with the GetTotalFloatProperty too (Also I probably change the weigh system to use float), so I guess it has the same bug in the code!
I also tried using...
int WeightPropertyID = selectedInstance.GetProperty("Weight").id;
to get the property to assign in that function (and yes, is the property with id 0... I don't know. I don't know what don't work.
That function is godsend. After these years I should start checking more the Scripting guide instead of the manual....
I'm very glad I'm trying to make this script. I have a problem tho. I've updated the script to work with the global variables, an…
I implemented that but, apart from other problems. I think this workflow isn't well suited.
Not about using Actionlists, but with the method Select and Drag items between container and playerinventory. I guess that worked well for using the CountIt…
Perfect! I made it work flawlessly with this code:
{ int weight = selectedInstance.GetProperty("Weight").IntegerValue; KickStarter.runtimeInventory.Add(selectedInstance); ActionLis…
Problem goes for any element where you can fill many slots, when seeing the element in the menu editor;
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Any menu that have a lot of slots to fill gets really, really laggy, both when assigning the buttons and when editing the menu later (…
You know how it is when making games... so much to do and when you fix something is easy to forget. I hope you have luck fixing that issue, I guess you'll be able to reproduce it as I had found the bug always on 3 different projects and different un…
PS: When I say is usually fixed is because right now I'm trying to make a new menu and getting lot of problems to make the categories stay....
Some years ago I thought the problem was duplicating inventory boxes, but making new inventory boxes does…
I understand, I'll be better of making the Remember FSMs.
In the approach of mixing FSM variables and Linked Variable Components, that I used some times, I've found problems in the past and I don't know if was because not understanding them well, o…
Update: Finally sort out the strange changes on Camera Anchor spawning in different levels, before Load (and probably future problems when scene changing.)
After this fix, now the UCC player is functionally always the same, on Spawn and on Load.
I'…
PART 2:
Summary:
-player on AC player prefab,
-camera instantiated on first scene with don't destroy and assign mechanisms,
-the UCC game engine not instantiated, but present on first scene but with Don't destroy on load),
-(Optionally) UCC canvas…
Just a quick question.....
The UCC integration is being a pass in the ass, not because AC per se, but the system is made of paper glass in his relation with its own camera and game manager.
I'm fighting now with the most and last important part of…
You can safely avoid the first part of the post, not sure if you can find clues to any problem there or is just me. 2 Quick questions in the end.
No integration questions right now; just letting you know my findings and troubleshooting.
* I had so…