No worries. It's not your fault. I think the problem is the menus were made when I had very little experience with the game engine. I think I just need to redo some of the actionlists and hope for the best. Thank you for the help and sorry it dragge…
The plot thickens. If I go to the ActionList that for example closes the Map and opens Character Tab and uncheck "unfreeze pause menus" in inspector the selection issue no longer occurs. At this point I'm very confused, but at least I know…
I assume relative order is adjusted via the Menus where all the elements are present and you need to move them to the top or to the bottom - if so, that didn't seem to do anything. What's weirder is, I was able to fix the problem by consolidating th…
https://drive.google.com/file/d/1TL9z7mPakNpXJ6uM5QRtOI9uz2FAbDYp/view?usp=sharing <- 100% repro steps. The top menu is separate from the actual character Tab menu and this is what's causing the double selection. So, the best thing would be to co…
Hi Chris. I think I've found the reason why the issue was happening. The character tab opens a secondary menu in parallel. I've disabled this menu and tried opening the character menu again and the weird selection issue isn't happening anymore. I ma…
https://drive.google.com/file/d/1QNUOQYb2SMdRVbRM_J9PryVZuu_pYVRz/view?usp=sharing <- Here's the event system when changing scenes. As far as I can tell nothing is changing. I started from Splashscreen - Title Screen - Cinematic - Fist Scene.
The video I've shared initially has the settings fixed. This sript is enabled only if you start from the Ttitle Screen so it shouldn't affect anything. Probably a dumb question but I've noticed that there's an "Input - Simulate: Input Axis"…
It's no problem. It's an easy enough switch. Problem is, I have the variables set to "can be translated" and I've gathered the text before exporting. I've also , made sure they appear in the filter search and they don't appear.
Also getti…
Sorry for the double link. Must have not registred my copy-paste. Here's the script.
using UnityEngine;
using AC;
public class InputMethodMonitor : MonoBehaviour
{
private static InputMethodMonitor instance;
private void Awake(){ if (insta…
https://drive.google.com/file/d/1R5vgYm1N_ujJWmtq_XS423QFYTtSwisw/view?usp=sharing <- here's a video of how I set it up. The Mouse cursor is controlled by both Mouse and Controller.
Input setup: https://drive.google.com/file/d/1DK33O_9UYosYTMrZJ…
https://drive.google.com/file/d/1gUel6nNROHQq9ZJSDq_-7txZheSGacxd/view?usp=sharing <- here's an image with the setup and here's a video https://drive.google.com/file/d/1ZtU1phg_rNThhG2jLpv7hd_V7eTHLeHX/view?usp=sharing. The issue persists. I don…
https://drive.google.com/file/d/1IhpTK9andlUAtpdZ59d_nJvSly0-loyd/view?usp=sharing here's a video. The system cursor is fine, don't seem to casue issues, the game cursor is the issue.
I've added Player - Contrain - Cursor Lock - Enable in the "When Turn on" Actionlist of the menu. Is that sufficient or should I add it even before that - for example in the input actionlist that triggers the menu. With the Cursor Lock in …
https://drive.google.com/file/d/1en9MW1HCE_B9lTsYPAsefiE0GQlbKp9S/view?usp=sharing <- a screenshot of my Event System. I don't think it's "Point" input action that's the problem.
Hi Chris, thanks for replying so quickly. Yes, I'm using Unity UI, and it's a choice I've been regreting ever since. I've taken a look, I do use Explicit in some places but not on the inventory. I've checked the grid for all inventory boxes and they…
It's not just the hotspots, I can't interact with the navmesh to walk either. It seems to detect the navmesh just fine because it does change the cursor icon, however, hotspots and all interactions are not working. The video is quite long, but you …
Hi, sorry for the late reply. It seems that the Pause issue isn't resolved and I don't exactly know why. I created a new menu and set up the basics and removed any possible depency to test this. This issue is sort of outside the scope of this thread…