Have you worked with (global) variables before?
In my project I am using global variables exactly for such cases when you need a state which is "known" in all scenes. You can create a global variable like for example "ItemPickedUp&qu…
Mmh. Of course it would be annoying if the menu was always closed after crafting, if you wanted to craft more than just one object. So this is optional, after all.
But it is really helpful for players to clearly see if I already crafted that object…
Yes it does differ:
My intended behaviour is that the output just shows a preview of what I will get once I click on "create".
I have disabled collecting that item via clicking on the output.
Instead I want the item to be added to the in…
Yes, I also think that it may have worked before as expected and maybe I messed it up somehow.
My ingredients are unique and do not have "can carry multiple" checked.
Here are the screenshots: https://imgur.com/a/533jPLM
As you can see,…
Update: Ok, it was same problem (which I solved). Somehow the item was reset to "default" and therefor shown in the available items for crafting. So this was my fault.
I have managed to remove the items via the "Create" actionlist in the Crafting menu - I've removed them with "remove all items in category", depending on another variable I had set up.
But I don't think this is how it should wor…
One problem though:
After I added the needed ingredients for the item to be crafted (Output is set to "Result is automatic" so I can see the preview while crafting), the item to be crafted is shown in the PlayerItems list.
This is confusi…
I also found something in the PlayerItems properties in the Menu Manager for Crafting.
There I can tell the "PlayerItems" properties to Limit by category default, but my spell from a different category is still shown and I can only select …
I have just checked my version again. It's 1.81.7 and Unity doesn't show an available update.
Are we maybe talking about different menus? This is the one I mean: https://imgur.com/a/tJswIRs
I had expected that Crafting would show up here
You have set the Sound action type to "Play" instead of "Play music". Try this, it should hopefully work then and you should get that option to resume.
Maybe you had set it correctly for other scenes but not for this one?
Yes, my Pause menu pauses the game.
The Hotspot name labels disappear, but not the optional prefixes.
Screenshots: https://imgur.com/a/ePbXeV0
If I have to add or adjust a script for this case, could you give me a hint of where I should put it? Ad…
I never noticed you could set a text as target instead of an image. Wow. Thanks, I just learnt something new! :o - this is exactly what I was looking for.
Ah, sorry! I was talking about the "Prefix cursor labels" from the Cursor Manager.
I am not sure yet if I want to use them in my project, but since I am a curious person I'll see if I can fix this via the menu's action list.
Edit: Mmmh ..…
Very cool! Thank you very much for checking this and finding a solution so quickly.
I tried it and the solution works. I had to add it inside the
public class PlayerMenus : MonoBehaviour
{ }
inside the script you mentioned to make it work. Just in …
The issue also happens when the Transform to control field is blank.
I can really reproduce it now by:
1. Clicking on the Scene Tab (so the Game Tab next to it is inactive)
2. Starting the Game Mode
3. Switching to Game Mode after the Start Cutscen…
I had added a cutscene to the start of my game/scene with regular speech actions, which I am using now for testing this.
* Enforced aspect ratio was not set (in Settings > Camera), so I didn't have to remove it
* I now disabled scroll speech tex…
Additional info:
Ok, now the change happened in the same game session: First the subtitles were positioned the wrong way (not above the speaker's head).
Then I left the scene through a door, came back - upon return the subtitles were positioned cor…