Just a little issue:
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This works correctly where I have Toggle with cutom action list attached. But I noticed that SubtitlesToggle use Toggle type = Subtitles, so it doesn't call an Action List and I don't know how to set it in Run in Backgr…
Finally I solved: I had a Slider script that made crazy the navigation. I deleted it and now all works correctly. Thank you very much for your patience.
Sorry, now I undestand. Here the result in a little video: https://drive.google.com/file/d/1xT3Lypt_ViJd3uOgG-MzZ9tf3J6P2mp8/view?usp=sharing
I see the correct element when I enter in the load menu (first slot), the second one and the third (correc…
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Sorry but I don't understand. Actually I haven't a Event System (Script) attached to every button. Do you mean I have to attached this script to every button on my Load Menu UI?
AS here: https://drive.google.com/file/d/151fv3LukIjhFekYCguQR-…
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I solved: it seems a issue linked to the position Y or Height of the button. I gave negative value and now it seems to work correctly. I had the same issue also with a new menu created from zero.
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1.70.0
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"Unfreeze Pause Menu" is already unchecked (the action list is set to Pause Gameplay). BackButton is already set as First selected Element, but, if I don't force the selection via Action, it doesn't work. I haven't …
Hello, I resume this thread because I'm working on the directly navigate menu now and I found some little issue I can't solve.
* I have a title menu and, inside it, a button options. When I press the options I open a new menu (OptionsNew). I open i…
I know the problem: https://drive.google.com/file/d/15JqokqPwT8lAiTIB8xB9EpMFlzWzN868/view?usp=sharing and the cause of the problem: https://drive.google.com/file/d/10HX-h23H8FzxHJBOBmmb6Zooo2f2zMr0/view?usp=sharing
Maybe I can't undertand how your…
Hello Chris, sorry, I can't explain very well.
Here my issue (when I use background texture on Hotspot Menu) on hotspot "empty" (I put a "space" in Label (if not name), so the empty has no name):
https://drive.google.com/file/d/1…
Thank you Chris,
I've rearranged my ideas and received suggestions on how the game should work with the controller and navigable inventory.
The issue is that my character has to be free to move also if the inventory is open, but, if I undestand cor…
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It's always Point and Click.
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Correct and this is perfect.
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Here the video with all the behaviours (inventory open and closed) : https://drive.google.com/file/d/1S9lcP5pSYbkdyMqQOuCE4PaiE-hedlPw/view?usp=sharing
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The …
Both Input method "Mouse And Keyborad" or "Keyboard or Controller" have the same behaviour when I open the inventory in Direct Navigation.
When I don't use direct navigation (both in "Mouse And Keyborad" or "Keybo…
Hello Chris,
I'm here again, but this time I'm not sure if it'a logical behaviour or not (so I'm not sure if it a issue or not).
When I create the game with mouse and keyboard, when I open the inventory, I can always move my character and interact …
Fantastic, it was the Engine/Manage system/ DIrect-nav in game menus in ActionList when turn on/off. I delete these actions and now it works correctly.
I go on with other tests.
Thank you very much.
Thank you Chris,
I tried but it seems to have the same behaviour of the previous script.
I noticed you add "&& KickStarter.runtimeInventory.SelectedItem == null" in line 40.
I don't undestand code very well, so I guess this line ch…
Hi Chris,
I tested the script and it's fantastic: with this the behaviour is correct.
The only issue I'm trying to solve is: if I have a selected object and then I close the inventory and re-open, I have the first slot of the inventory with the nam…