Hey @Lawfish, here's the RememberSorting script I used for this:
using UnityEngine;namespace AC{ [RequireComponent(typeof(SpriteRenderer))] public class RememberSorting : Remember { public int previousSortingOrder; public ove…
I Get this error (no stack trace):
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This means the bootstrapping logic ran too late.
After trying a bunch of strategies, the only way I found that works reliably in all circumstances are:
Option1: Having a component on every scene that does…
It work in the Unity Editor, but in a real (Switch) build I get this (indexing fails because KickStarter.runtimeLanguages.Languages on Options.cs:145 has a count of 0):
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and l…
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Exactly
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This comes with two drawbacks - it must be done after every AC update, and it requires PersistentEngine to be loaded from Resources rather than to be "constructed" in runtime.
If you don't think it's a good fit, w…
Hey, thanks for that @Rairun - works great 👍
I also tested "Unity UI" for cursor rendering (for some extra flexibility such as being able to animate the cursor). With the canvas scaler set to Height, it works perfectly except for when let…
Yes, while using hardware cursor is indeed tempting, Unity's limited cursor size is a bit of a bummer when moving inventory items around.
Thanks for having a look at the Playable width scaling tho 👍
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It is indeed working. The problem (as I see it) is that when the playable area is within the supported screen ratio (so no letterboxing or pillarboxing is applied), making the playable area wider (but still inside the supported ratio) is st…
Hey @Rairun! And thanks for your reply!
Inspired by your code I tried this:
float lastCursorRatioX = 0;float lastCursorRatioY = 0;void Update(){ float cursorRatioX = KickStarter.mainCamera.GetPlayableScreenArea(false).size.x / ACScreen.width; …
Perhaps if the menus offset value is used to affect the anchor points instead? I think that would work even if the menu has an auto correct component with all its anchor points set to 0.5.
Hmm, I'm not sure how to do that.
If I understand correctly, this means I would have to do it continually as the screen size changes? Currently I only set it on the OnMenuTurnOn event.
An idea:
Since the "Auto-correct UI Dimensions" …