I also have an issue with the game unpausing between switching off my various Unity UI menus. They are all set to pause the game. But they are also set to transition between themselves (Canvas group fade).
It is during these transitions that the ga…
To the root. I tried to run the whole game and build it for various platforms, but nothing happened this time. I keep noticing it by chance once in a while. I will keep an eye out now and try to check it regularly to find out what when it happens.
Of course, here they are. So this is the hierarchy of the object in question. Animator and Cutscene attached to the "Ven z diry" Parent. You can see the two rig children, one expanded.
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Here is the detail of the parent's Inspecto…
Ok i beleive i solved it with this script:
using System.Collections;using System.Collections.Generic;using UnityEngine;public class HideCursorOnSplash : MonoBehaviour{ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]…
I think I found the solution. I had the slider set for values between 1 and 20 with whole numbers. But in fact, it should be between 0 and 1. I let the setup keep using the global variables and changed the slider properties in the menu prefab. Now i…
When I linked the sliders directly, nothing changed. I always had to select ActionList on change to none, otherwise id be unable to move the sliders at all.
The global variables do. But now I checked the Safe File Manager, and I see I have double variables for the sounds and music. That's probably the cause. But now I am totally confused how did this happen.
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Windows. I checked the Player setting but didn't find anything there. Somebody online said that turning it off during the splash screen is a paid version feature, but I have no idea if that is true.
It doesn't show anymore. Works for Editor and Build. What does it mean - is something somewhere causing the cursor to reappear, or is it actually missing somewhere where it should be?
How can I implement this globally in the best way? I attached it…
Not that I know of. I only have the Unity UI cursor prefab, there is no copy of it in any of the scenes. I didn't do anything with cursors besides this.
I have an issue with the system cursor appearing over the Unity UI cursor in the built game. I have checked "Replace mouse cursor" in the Cursor Manager, but I am unsure if that has any effect since I am using Unity UI.
Also, during the s…
Thank you, Chris! Both issues are solved now! I had a copy of the cursor on the scene where I was testing the changes, and I think both the prefab cursor and this scene copy were running at the same time, and that's why I got the doubled animations.
Thank you, Chris. The cursor ID changes now; unfortunately, when I create a transition in the Animator based on CursorID, the animation from the Default state does not disappear and stays on the cursor while the new animation is played over it.
And…
My Interaction method is based on a custom script. Checking Single Use Interaction in the Hotspots has sadly zero effect on the parameter :-( But when I switch to Context Sensitive, it works. However, I heavily rely on a custom script (provided kind…
Edit: The editor crashed and the project got corrupted. I had to reload from a backup and set this up again. Now, the CursorID parameter does not change at all. The InvenotoryID, Click, and IsOverHotspot work all nicely, so I don't understand why Cu…
I set it up, hopefully correctly? But when I hover over the hotspot, the parameter in Animator just very quickly flickers and then immediately changes back to -1.
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I figured out the problem is not really in the trigger but that the Object: Animate action does not change the parameter in the animator for some reason. It does not work even if I put it into OnStart cutscene. I thought this was pretty straightforw…