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Divaraf

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Divaraf
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  • Just to be perfectly clear; you now wrote DontDestroyOnLoad, whereas I've previously used a script called DontDestroyMe. Are we talking about different things, and in that case, how do I implement the other script? I checked the Retain in prefab (c…
  • I put the script as a component to each of the containers. Either way, it still doesn't work - when I load, not only is the container not saved, the item in it disappears, so it's neither in the inventory or the container. More specifically; if I …
  • I'll try that, but where does the custom script go (the one we've named StatUpdateExample)? This was previously a component of the container parent.
  • Hello again, Everything is working as intended here, except that the content of the containers isn't saved when I save/load the game. The containers have Remember Container components added. The parent to all four containers have Constant ID and D…
  • Update: Ok, the above code didn't work because it would only find one object, so I had to change the code a little: private void OnContainerRemove(Container container, InvInstance containerItem){ if (containers.Contains(container)) { U…
  • Thanks again for your reply. I solved it myself by using this code: private void OnContainerRemove(Container container, InvInstance containerItem) { if (containers.Contains(container)) { UpdateStats(); } …
  • Update: Ok, so I can successfully use SetActive(false) in the code to "turn off" a child object, but now I can't turn it visible again in the AC action list (since it doesn't exist, obviously). It seems there's no action to "set activ…
  • I see, but I've made sure that no piece of clothing/equipment is affected by the animation - this is all based on handpainted, hi-res 2d, and animating the character with all various outfits would be far too overwhelming. So stuff like hat, purse et…
  • Thanks! And the same question but with the container name :) Basically my idea is that the character sprite will have child objects with separate clothes/equipment sprites so that the equipment will have visual representations. As in, equiping a ca…
  • Yes, that works perfectly! Thanks :)
  • The containers are invisible when empty: (Image) How it looks when an item is placed in a container: Menu settings: (Image) General inventory settings: (Image)
  • Ok, I returned here to solve a mostly cosmetic issue. So I have the equipment containers graphically linked to a human body. When I click on the container to return the item to the inventory bar, the slot disappears, even though I have checked &quo…
  • ah, lovely, thanks again!
  • I updated AC now and the problems appears to be gone! However in my impatience I forgot to back up the managers, so all menus and variables and settings have been reset. Ah well, it's a learning opportunity...
  • Thanks for your reply, Rairun. I haven't tried a build yet, but I'll give it a shot. Update: Yes, I can confirm that the build runs super smoothly, so this is an editor issue.
  • No menus are Unity UI-based. I've double-checked all colliders, and played around with changing shape and size, etc. No luck. I've noticed that the jittery behaviour gets worse the longer the game has run, so maybe it's more of a time issue than ab…
  • That additional function did the trick! You're the best, ChrisIceBox :)
  • No change :( The first time I open the equipment window, all values are set to 0. If I play around with the equipment items, the values are immediately set to their correct values, and if I close the window and re-open it, the correct values are the…
  • Ah, I found the issue: The inventory property and the variable have to have the same name! Ok so the script works fantastically now except for one tiny detail; until I equip or unequip an item, the variables are all displayed as 0. As soon as I put…
  • hm, just to be sure - does it matter where I put the script? Because I still get a similar warning: NullReferenceException: Object reference not set to an instance of an object StatUpdateExample.UpdateStats (StatUpdateExample+Stat stat) (at Assets/…
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