Yes, UnityUI. The person above said he/she had some issues with the button off screen so I didn't want to do that. I suppose I would then also need to set max 6 slots in the Settings Manager to get 5 left in the save menu. In any case, the above sol…
Yes, hidden from Save menu but available in Load menu, yet still have 5 slots to save in.
If I set max 5 saves in Settings Manager, without the above script I get 5 slots, but the top one is occupied by the autosave. (slot 0-4 if 0 is the Autosave?…
Hi,
I had a similar problem. My setup:
* Settings Menu: Max 5 save slots
* Save Menu5 slots & Load menu 6 slots: Top save slot showed the Autosave so only 4 available slots
* Save Menu 6 slots and Load menu 6 slots: Top save slot showed autosa…
Great, thanks. Works fine. For the dual cursor texture, since I am using UnityUI for the cursor, I added a script to check for platform and cursor lockstate to choose which image in the Unity UI prefab to show.
Yes, I removed the Event Trigger from a few of the button slots and when clicking/dragging on these it works as intended/used to. Did something change or did I change something?
I haven't worked on this project for a few months so unfortunately don't know when it stopped working. I thought it was when I changed Global Cursor to Unity AI but I get the same result even with "Software". Project input is set to "…
Hi,
I'm reviving this old post as for some reason the wanted behavior of the Unity UI inventory with a scroll rect scrolling doesn't work anymore.
I currently have 8 visible slots in the inventory. When less than 8, the scroll rect kicks in an lets …
Sorry about the Unity issue...
I'm triggering the animation (increasing scale of rawImage circles) through an anim bool variable that changes based on the CursorHotspot script below, attached to the "Canim" object. Red circles if the inven…
ok, one last thing, with the risk of this being a Unity question and not "UI cursor component" question. All of the above works, but the Circle animation is rendered on top of the inventory item graphic. How do I get the circle animation b…
Yep!! Works fine. I made a panel object between the Prefab root and the raw image/images and set this panel as the "Rect Transform to Position". I also added a blank Raw Image to the panel and set this as the "Cursor Raw Image" i…
Ok, thanks!
I thought I was close, but I cannot get the Unity UI cursor to move.
I've made a Cursor prefab (CursorHotspot) with 3animated circles and 1 inventory item image.
Cursor Setings, Cursor Prefab Inspector :
https://imgur.com/a/Gfp39sl
I…
Here it is:
#if UNITY_2019_4_OR_NEWER if (settingsManager.events != null) { foreach (EventBase _event in settingsManager.events) { SmartAddAsset (_event.Acti…
Thanks. I finally got this to work by changing the code to:
if (displayMenuOn) { PlayerMenus.GetMenuWithName("DisplayStand").RuntimeCanvas.gameObject.SetActive(true); }
It was put in the root of the UI object
public class SetScreenshotCam : MonoBehaviour{ Canvas myCanvas; public Camera screenShotCam; public Camera mainCam; void OnEnable() { myCanvas = GetComponent<Canvas>(); myCan…
Thanks. Ok, this sets the Plane Distance so that one is good. The canvas still doesn't show in the Screeshot Cam though. All the child objects as well in the UI prefab are on the "Visible in screenshots" layer.
What I tried:
* Small scri…