I'm not really sure about what to pass to menuPosition; I'm forcing a 2:1 aspect ratio and the menù is set to be fullscreen. Should I pass Vector2.zero?
Just wondering,is it necessary to call SetCentre on each update? Is it expensive?
What about calling it as soon as the display size changes, or when the UI gets shows, or, (in my case) whenever a new Subtitle appears/changes?
Ahum, I found this:
https://adventurecreator.org/tutorials/creating-inventory-bar-unity-ui
and this:
https://adventurecreator.org/forum/discussion/6893/force-aspect-ratio-and-ui-menu
and this:
https://adventurecreator.org/scripting-guide/class_…
Hi there!
May I ask, using Position Type Manual (subtitles), with a Unity uGUI interface, with "always fit on screen" enabled and the rectTransform boundary properly set, When and how should I call Menu.SetCentre?
Hi Chris, I'm using Unity 2019.2.9f1.
I will try to send you the required info asap.
Apologies, I'm currently in the deadline day, and I'm a bit panicking.
Thanks! :)
(Quote)
Yet, you overcame a bigger Unity object-reference problem with inter-scene references by introducing IDs in a very clever way.
I know it's a Unity limitation, but, maybe, we could have a Scene Lookup Table, in a similar way you …
Thanks for making so many members and properties as protected Chris!
I DiffMerge every new imported build and I could notice you really did an impressive effort to help with class extension! That's very appreciated!
Next step would be to make seve…
Oh.
I read the "setAmount" optional parameter meaning.
so, both writing
KickStarter.runtimeInventory.Remove(invItemID);
or
KickStarter.runtimeInventory.Remove(invItemID, 1);
will result in all invItemID to be removed.
isn't it a bit…
Thanks Chris!
That's a clever solution I could have never come up with, I'm still far from mastering AC.
So it's basically removing any other chance of interaction for the split of a second, checking if last click was double, regardless of anything…
Really straightforward, thanks for the point to point answer, that's really some full overview in a very compact format, I'm gonna bookmark this.
I will have a look at the SaveFile class asap.
Thanks again for the blazing fast reply!
Here's a slightly tweaked version to remove a few "magic numbers"
`using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
namespace AC
{
[InitializeOnLoad]public class NewHierarchyIcons{ //public static float leftPad…
I must have missed the email notification again :)
Thanks for the snippet Chris!
Peeking at it, that should cover most of my customisation needs :)
With so many editor-enhancement assets around, I believe that having such issue could be way less t…
I'm probably missing something obvious.
I'm using the default UI which is shipped with AC, which of course puts the game in pause mode (iirc). I don't remember having tweaked it so... the save menu doesn't show right out of the box?
I will follow …
Thanks! I know it's just a detail, but again, since most classes are a bit "sealed" with few protected and virtual members, I'm trying to avoid code duplication by copy-pasting an exact copy of an AC class if there's another possible way a…
But, if that was the issue, it shouldn't be working on all platforms, right?
Discovery:
If I press the "Options/menu" shortcut key (only available on desktop/in the editor), I get ALL save buttons (the disabled, original one) shown, as o…
Sure, I know about those, this is not the first game I'm shipping :)
I generally use a 3rd party audio system, either Master Audio (not my favorite) and Audio Toolkit (lean, compact, does its job beautifully with no whistles).
I'm actually using th…