Yea. I know the issue about different art styles.
We already have a few assets. I just hope to find more pieces of art that could be congruent with our current art style. Or at least some good placeholders.
Thank you very much for the link.
And it works at all other times? Yes. Or at least it seems to me.
Are only clicks unrecognised, or do the "hover" effects not work, either?Hover is recognized. The click seems not (it doesn't call the sound click if I click on it).
I'm ass…
I've already done that. All the buttons are implemented using action lists.
I need to change the "Esc" keyboard input Action.
I want:-> when I click Esc on keyboard (and not menu button) -> do ActionList
Yes. I'm trying it and it raises issues. (seems the words counts double in the input and it doesn't read Enter)
Maybe I'll simply create a table to translate keycode from english to arabic IF language is arabic.
Yes. I just tested it today and it reads arabic chatacters. I useselectedInputBox.CheckForInput (currentEvent.character.ToString (), currentEvent.shift, selectedInputBoxMenuName);
But in this way it doesn't read anymore backspace and space, enter, e…
Just to keep you posted.
I found a piece of code in PlayerMenus.cs that calls the CheckForInput:----------------------- if (selectedInputBox) { Event currentEvent = Event.current; if (currentEvent.isKey && currentEvent.type == …
- I'm using Unity2D mode.- Hotspot detection method is set as Player Vicinity- I added the sphere collider, attaching to it the DetectHotspots, setting it as a child of player prefab- I placed the HotspotDetector on the Player PRefab in the Hotspot …
I changed the value on line 35 in PlayerMenus.cs, that is selectedInputBoxMenuName (and not selectedInputBoxName, so and I changed also selectedInputBox) and I noticed just one thing, in both the working and non-working input.
selectedInputBoxName a…
This may be related about one other element of duplication.
When I try to copy a cutscene the new cutscenes share the same dialogue with the last one. So if I change a dialogue in the cutscene it'll change also the same dialogue on the other.
Let's …
Ok! Thank you for the answer!
After seeing the code I found where translation happens.I tried to apply the code in the methodTranslateLabel
of the MenuElement.cs
I just changed the line from:return (SpeechManager.GetTranslation (lineID, Options.Get…
1) I tried 1, but seems it stops every other menus. No other buttons work. Maybe is a issue of raycast?I tried to place this "large button" on top of every other buttons and on bottom of them, but it activates always, disabling all other b…
3) Make the changes before importing the translation text. You can do this outside of Unity, even - the text files are supposed to be edited in e.g. Excel.
It's not just an issue of order. I need to place the letters in a particular way that unity …
I could be having something similar here.
This list of actions was working in the last version.
If I call the they create the game objects highlighted on the list, but they don't work anymore.
(Image)
On the other hand, if I unset the "Pause …
Ok, now I think I know what I did.
- I clicked "create new menu"- I clicked "Add new label"- I selected label text and start writing- Then I clicked "ctrl-z". I was trying to cancel the text I've copied in the text labe…
I was creating menus using the default menu manager in the Game Editor window, but it got stuck.I don't remember excatly what I was doing. I juste remember I clicked "Create new menu", but then I moved to change another menu (and not the o…