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TayannaStudios

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TayannaStudios
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  • Thanks Chris. I'll use a menu for it :)
  • Problem resolved! I needed to add the texture again in the texture box, d'oh!
  • Fixed it! I removed an unnecessary panel that was containing the buttons. Phew! Thanks for all of your help, Chris!
  • All canvases on all menus are full-screen 1920x1080. Could this be the issue? I've changed the stacking orders so the inventory is at the top and conversation at the bottom but it makes no difference.
  • The issue occurs in both editor and builds. Right, I've just disabled the conversation menu and the inventory now works. As soon as the conversation menu is present, mouse/touch input is disabled again for some reason.
  • Outside of it as in not a child of the 'Grids' in the Unity UI. It's interactable, yes. It all works fine with keyboard but mouse/touch interactions don't work at all.
  • I've just tried that (created the button on its own, outside of the InventoryBox) and it's simply not registering at all. No comment in the Console or anything - the button doesn't even respond (no colour change etc). I'm at a loss :/
  • I've now added an Event System and also literally just created a basic Inventory based upon your tutorial, with no differences and it still won't work. I'm completely baffled :(
  • That was my thought too, but I even copied the prefab from a backup project where it did work and the problem still persists in this new project. What's the importance of an Event System because doesn't that just tell the system to select an elemen…
  • The issue occurs if any of those 2 UI menus are on. Interestingly, the Unity UI menu on the main opening screen (New Game, Resume etc) works perfectly and I can tap/click on it etc. I've cleared auto-select first visible element, yes. I'm not usin…
  • I've tried it set to not Directly-Navigate and to Directly-Navigate, and have tried different combinations too but the menus just won't accept mouse input or touch, only keyboard or controller, whether it's set to any of the 3 input methods in Setti…
  • The only scripts modified are the save scripts, so they'd work with Nintendo Switch. The menus are both UI and can be seen below. Because the game is an FMV, the conversation menu acts as a navigation tool, as mentioned previously, it is always on…
  • Ignore that. I'm SO SORRY. It was on Keyboard and Mouse in settings. There's still an issue though if you have any idea what's causing it... I have 2 menus on screen at once - A conversation, which allows gameplay (it acts as navigation i.e. GO TO…
  • I managed to fix it last night. All I'll say to anyone still having this problem is to check to Nintendo Dev Forums. Someone's created a plugin to force Switch to save and store PlayerPref saves.
  • We had this exact same issue and figured out that disabling SaveSystem in the PersistentEngine fixed it, but well done for figuring out the line that was actually causing it. Now, if only there was an easy way for us to have the Switch STORE saved …
  • I'm needing help with this, too. I've got it saving and loading fine IN GAME but once you quit the app and relaunch then there are no save games anymore for it to load.
  • Thanks Chris.
  • Thanks, Chris. I'm now getting the following error in the console, which is blocking me from previewing: Assets\AdventureCreator\Scripts\Actions\ActionMovie.cs(371,21): error CS0246: The type or namespace name 'RememberVideoPlayer' could not be fou…
  • That was it, Chris. The "Force subtitles" option. Blimey, can't believe I didn't work that out :( Thanks for your time, my friend!
  • Thanks Chris. Here's the OnStart cutscene, which starts the subtitle actionlist. I've tried it set to 'run in background' and 'pause gameplay' but it still shows the subtitles. (Image) Here's the called subtitles actionlist's properties: The …
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