Thank you! That did the trick.
Thinking I'll switch all the characters made so far to Sprites Unity Complex, as they'll all play at least one custom animation at some point (NPCs and main Player). And Sprites Unity Complex (mecanim) allows more con…
Thank you for the information!
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By this, do you mean place the Animator on the root? Or to animate the Player character while recording with the root selected?
When I was originally setting up the character using the 2D Animation Package, i…
Wanted to add that I unchecked "Unfreeze 'pause' menus" in the Inspector for the Actionlist that gets run when clicking the "Apply" button, and it appears to have done the trick!
Thank you! It works to switch the resolution.
Was wondering about one other thing:
There is also a bit of audio from the scene that plays between each resolution switch after clicking "Apply". Using Unity UI for all menus, by the way.
It…
Thank you for the help and information! It does the trick.
By the way, I was also wondering if the steps listed above to add an "Apply" button can be achieved with ActionLists?
The second variable that stores the "temporary resoluti…
Thank you!
Using AC 1.70.4 and Unity 2019.3.7f1.
Ideally, yes I would like to create an "Apply" button eventually (and thank you for the information), though I believe it'd be wise to try and find out what's up with the basic functionalit…
Hello. By this, do you mean Load / Save game menus? Or a Loading screen between scenes.
I made Save / Load menus (with screenshots) in Unity UI, and there's a small delay before they load.
Assuming the loading time is because the screenshot images …
Tried shifting by 12, though that felt like too many at once to achieve an effect that only one row is shifting down/up at a time.
I then set the "Offset amount" field to 2, and that feels like a more natural way to shift one row down/up …
Since this thread was already discussing exactly what I'd like to implement in a Unity UI Inventory, thought I'd ask here to see if I might've missed anything in an update related to shifting by row, etc. I've searched though the forum and manual, a…
Thank you both for adding to this conversation.
Thank you @Keks for asking about the Min and Max anchor points properties in the "Auto Correct UI Dimensions" component.
At first I also didn't quite get the purpose of those values in new &…
Hello again,
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The test game is a new game created with the Wizard in a completely separate project (separate from my main game) with AC 1.70.4 in Unity 2019.3.1f1.
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Yes, each of the Unity UI buttons/menus shown in the screenshot have…
Thank you for the tips!
Let me help clarify a bit:
I added the "InGameUI button" button prefab from AC just to test an official prefab -- and see how it resized with the new "Auto-correct" component in different dimensions. My g…
Thank you for the information. It helps me understand how the "Auto Correct UI Dimensions" works.
Using Unity 2019.2.1f1, with AC 7.20.4.
I've been attempting to keep up to date by first seeing if a new AC release is available, then downl…
If you decide to go for the second option and add a blank save placeholder image / color (light white color like you mentioned) in your Unity UI menu, I asked about something similar -- how to add a placeholder color / or image in empty new save slo…
This should do the trick. Didn't realize changing settings under AC set as the source would also have an effect on a Unity UI menu. Not sure I would've made that connection if you hadn't mentioned it, so thank you.
By the way, if it helps for bug f…
Thank you very much for the information.
It's AC 1.70.4.
The Save menu was created in Unity UI.
When the source of the menu is set to "Unity UI Prefab", the field for "Empty Slot Texture", etc. doesn't appear there and is replac…