Ah yes, the Save: Check action solves my issue, thanks! Should've looked harder.
By hang I meant the autosave action remains highlighted in green, while the game becomes unpaused (even though the menu still remains up) A bit complicated to explain :…
Hello, back to this post after 1+ year. As @ChrisIceBox said(in the last comment), this method is giving me issues with saving and loading.
I've set up the characters correctly (root object on a custom layer, child object on default layer) Asking A…
Playing around with your example package helped me realize that I could set the "Main Graphic" in the Inventory Manager for each inventory item as the bag icon that I wanted to show up from the beginning. It's possibly a bit different from…
I'm sorry - I have no idea how I ended up posting an image of that hotspot. This is the correct hotspot inspector's photo:
(Image)
Edit: I also tried adding an inventory option in the "Use Interactions" section (below Look at and above …
Actually that picture is an older one (I recreated the button after that) the ID in the Menu Manager is the same now (45622712) Is there no other obvious issue visible in the later picture? Is the "source image" supposed to automatically c…
Interesting - I checked the state of the UI during runtime, and the inventory button is enabled, correctly. But its "Source Image" in the Image, in the inspector of the button automatically changes to "EmptySlot". Here's a screen…
The white boxes have been fixed, thanks. I'll try to explain the issue in more detail: The very first texture is supposed to be the drawing of the house (crime scene exterior) On that same page, through the action list I've added the text "1&qu…
Thanks! Unfortunately the UI element fails to show up. Here's a video showing the issue (The UI element is the arrow from the speech bubble) Did a lot of tinkering but couldn't figure out the issue:
https://youtu.be/Z7FjD_qSCL0
So, this is a specific type of inventory system you'd helped me create a while back. It's essentially, as you described it: "I'll look into allowing the "Alternative input button" field showing for the special case of single-slot hots…
Ok, there is an issue after all - the inventory icon fails to show up when using Unity UI. Here's the settings using an AC menu, when it used to work correctly. (Assigning it as Background texture did the trick)
(Image)
Here's the new Unity UI me…
Alright, here's an explanation of the new issues. While writing this post I noticed the pattern of the issue - The texture assigned by the script appears on one side of the journal, and the text assigned by the action list appears on the opposite si…
I set the camera up correctly now, but I'm having trouble with the script. I didn't understand this - Where "uiCamera" and "mainCamera" are two Camera variables exposed in your Inspector.
Also, I'm not sure how to declare those …
I have the same issue as @pilamin. My speech bubbles are receiving bloom from the Main Camera's post processing effect. I tried parenting a new camera to ACs Main Camera with a specific layer as suggested, but the camera's size remains unaffected by…
Alright, sorry - turns out I made a dumb mistake. There were two prefabs of the same menu. The menu canvas was linked to the newer prefab, while the elements were still linked to the older buttons. Making a new project helped me spot that. Sorry for…
So I created a new project in order to send it to you - but the issue doesn't exist in this anymore. I guess I'll try to see why that's the case. [This at least means that there's no issue with the menu prefab, but there's an issue with my managers,…
I had them assigned in the cursor manager as well, and then tried it without just to make sure (had the same issue both ways) Alright, I'll PM a file as requested.