I apologize for the dumb question, but how do I do that? I checked the Settings Manager and could not find any option for that; I also checked the Manual and the forum, but I am none the wiser.
Thanks for your help once again, Chris! Just one more, only aesthetical question - is there an easy way for the save screenshots to be saved without the postprocessing effects? So it would always be neutral and not with the current setting of the br…
I restarted two times, and the new Brightness objects spawned every time, so I ended up with three. I suppose it is caused by the On Begin Game Event that just adds the prefab again without destroying the old one?
Yes, you are right! I never noticed that... But how?
To my knowledge, I am spawning it in the On Begin Game Event only. Am I missing something?
Otherwise, I have an Object: Send a message in several ALs.
The error is: NullReferenceException: Object reference not set to an instance of an object.
I removed the function from Start (see below), and the error disappeared. Now, when the game starts, it remembers the last brightness value. Thank you!
The…
Chris, I did as you suggested. The brightness setting now stays set when changing among scenes, but I still have an issue (it was there before) that the last set value does not get applied when running the game for the second time or when loading a …
So i switched to Universal RP, which made my old setting of brightness option using Post processing stop working. With your valuable tips, Chris, I made it work with this script I stitched together from what you posted here and the link regarding UR…
Chris, thank you for the tips. The double image has disappeared, and everything now shows properly.
(Quote)
I don't understand how this is possible? I am sure I didn't meddle with anything of the sort. I did, however, move the project between compu…
I forced a maximum aspect ratio in Settings Manager. But when i run the game on a device with larger ratio (even simulated in Editor), the camera doubles itself on the left side (only). So i have a "double vision".
My apologies, I didn't realize I could do that. The NavCamUI does appear in the Menu automatically on Runtime, and the script confirms it was assigned and found in the console. I don't understand why the console was silent yesterday, I did, however,…
(Quote)
Yes, because the Menu is a prefab of its own. So when I open the prefab, it opens in the Hierarchy tab, and I cannot access the Hierarchy of the Scene (to grab and drag the camera). Or is there some trick to have both opened at the same time…
I used the script. The console still does not say anything. I am unable to assign the camera manually at runtime - there is just nothing to choose from in Assets or Scene. The only way I can assign the camera is if I move the prefab of the Menu into…
There is no message in the Console regarding this at all; the only place that lists the camera is the Script component, but the Canvas is still empty - just like in the image in the previous post.
(Quote)
I tried to add the component, but it has ze…
Also, I am having a problem with the said menu, as shown in the last image (MainPozadi). This menu basically serves only as a background image of the Main menu (that is AC). When in runtime, and i change resolution/aspect ratio to something lower th…
The pillarboxing changes with the selected ratio and Rect X (not W). Here is 21:9
(Image)
Compared to 22:9
This is 21:9 with the script:
(Image)
And this is the same with the script disabled and Rect X changed from 0.056... to 0.09:
Skybox …
The rect values are: X: 0.0560053, W: 0.8879894, (Y: 0, H: 1 - same as NavCam 1).
Changing X to 0 and W to 1 does make it change from triple image back to double image only.
The rect values are similarly shifted in the Main Camera, when i change th…