Basically, the empty button slot aren't being disabled, despite having 'Disable Object' selected, so the centered inventory is always off-centre.
Or is this by design and I'm confused how this works?
Basically, shouldn't the visible inventory items be centered and the empty slots removed, thus centering the available slots? What's happening is the items are staying to the left as if the empty slots are still physically in the menu. I hope that m…
UPDATE: I've figured out why it's doing what it's doing, although I can't seem to find a remedy and it seems more of a Unity issue than an AC one.
The inventory UI works completely fine in ALL aspect ratios if I have that navigation menu disabled. …
I have an Auto-Correct UI Dimensions on the canvas prefab, yes, and it's linked to the main canvas.
I've paused it in 21:9 and the boundaries and everything resize correctly.
I tested with the Default_MenuManager and it works as it should, which i…
I'm using Unity UI for all menus and using software rendering for the cursor.
Here's the 16:9 screen (which sometimes works and sometimes doesn't):
(Image)
Here's the 21:9 screen (which doesn't allow dragging at all):
And here's the inventory…
Ah, it appears the issue has returned.
SOMETIMES it works and allows the dragging and dropping and then other times it doesn't, forcing the items to be undraggable and only able to be examined if I right-click on them, rather than the single-left c…
Thank you SO much, Chris, you're a life-saver! It works perfectly! I'm now trying to figure out how to have it handle unhandled inventory items. I'm thinking there's an 'else if' involved somewhere? I'm useless as scripting :(
Thanks, Chris! I've done that but am unsure about how to check which inventory items have been used on the button?
Looking at the script, I'm presuming once attached to the button it should give me options to select the inventory item's ID and the …
UPDATE: I fixed the issue above and got the hotspots to be seen - it was an issue with a UI panel which I replaced with a generic GameObject and that seemed to fix that problem.
I only briefly got them working though if I set both the Main and AC c…
If there was a way for the player to drag and drop inventory onto Unity UI buttons, this would also be an option if I couldn't get the hotspots working.
It's listed as 'Normal.
I've figured out that it's NOT the RenderTextures or the video UIs that are causing the issue, but rather a Unity UI that appears which allows the player to choose where they wish to travel to (screenshot below). There are n…
No, they're not being played on a mesh with a collider, but they still aren't clickable.
Is it not possible at all to have them work with screen/canvas space?
Hi Chris, thanks for that, but I'm a little confused.
(Quote)
That's what was already in the script? Should it have said something else? Or do you mean so it looks like this:
private void SetInputMethod(InputMethod inputMethod, bool force = false)…
I've now manged to get it working!
The only issue I have now is the Input Switcher script automatically trying to switch it to Direct Navigation when it's on the 'computer screen' section of the scene as seen below (it's essentially a huge UI):
(I…
Ah, it seems to be working in the 2D test scene! I had to alter the sensitivity under the CursorVertical/Horizontal settings but yes, it seems to be working.
It's not, however, working in my actual game, despite having all the same settings. I thou…
I'll stick with the old Input Manager in this case. The only issue I have is that the cursor still refuses to be moved around with the gamepad, as described above.