Unfortunately it seems 'MenuElement.parentMenu' is inaccessible due to its protection level.
I googled around and was recommended to use PlayerMenus.ResetInventoryBoxes(); instead as it is within AC systems but that did not seem to do the trick :(…
Ah yes, my bad. I removed the script and all seems to work well at least for the name, now it is accurate on pickup screen. However there are still some persistent issues :
1.) The "Empty" item keeps displaying its "Item Found" …
That worked quite well Chris, thank you!
Everything is almost there except this strange flickering that happens as you cycle through the carousel animations, perhaps it is an issue with the animation clip itself?
Animation flickering
Also, one fi…
Hi Chris, I've tried to do the global variable but I must be doing something wrong as not much has changed.
I'm also encountering an issue where the "Empty" item keeps displaying as a newly acquired item if I open the inventory while it i…
Ah yes, making it run in Unscaled Time fixes the issue! Thank you :)
Apologies in advance if this seems obvious but now I'm struggling with an animation related issue. You can see from the video that the first transition is pretty much what I want…
(Quote)
I think it should be an either/or situation, as while you are in "Found item" menu everything else should be paused. It should display only on first acquisition of the item and never again, and since the inventory being open should…
Hi Chris, I've attached the script to the mother prefab for the UI, however it does not seem to trigger the animation properly. See my animator setup attached, I started testing with right movement only.
Prefab setup
Script inspector
Animator state…
I've made a short carousel animation moving to the right to test but I'm not sure how to trigger it with my ShiftRight inventory input via AC - is that possible or does it need to be done via custom script?
Animated carousel
I'm also a bit at a lo…
Hey Chris, finally managed to get back to it. Your suggestions did the trick - thank you so much!
https://imgur.com/C7mZe3U
https://imgur.com/aUNxLgh
However when I enabled the "Found an item" screen it definitely clashed with that some…
Thanks Chris, I forgot to define DefaultSound that's why it wasn't working.
The expected behavior for me is to always have at least one item in the focus slot, so if you have a single one it should always be in the center - 3 slots work quite well …
Also, I'm trying to link a label to a TextMeshPro component on a different UI canvas, however even after adding "TextMeshProIsPresent" to the Scripting Define Symbols I still can't link it to the Linked Text field in Label.
Should I use t…
That worked amazingly, thank you so much!
I have 3 more questions if you could spare the time :smile:
1.) There is a lot of awkwardness when there is a single item or less than 5 items in the inventory's layout - is there any way to get around thi…
My god I'm an idiot - that solved everything! Thank you very much :)
The next issue is getting the Name and Description text to match the item in the middle slot. If you're not too busy could you give me a general pointer of how to approach this?
Very good points Chris, deleting the additional slot buttons in the menu seems to have made the navigation much more functional. I also deleted the horizontal layout group which helped somewhat, it made sense to add that in the beginning but you are…
Unfortunately changing the slots order did not seem to do too much, it still looks rather awkward with 2 items.
I've also added the 2 nav buttons on either side with hidden img component but they oddly did nothing for A/D nav. I enabled them visual…
First of all, thank you so much for the prompt reply!
I've managed to set up everything following your suggestions and things seems to be doing better. The items now show up in the slots as intended, however some issues remain as you expected.
* I…