Thanks, Chris!
I had to go one step further and comment out the uiText section of the PreDisplay method in the MenuButton script since I didn't see a way to remove an object from a Button element without losing the functionality of the button as we…
Thanks for the reply Chris. Yeah that makes sense. I guess I forgot to mention wanting to leave in the option for manual saves as well (some people really want to save wherever they want). So giving the player the option to manually save their game …
Sorry to bring this thread back, but I can't seem to find the StickToSlope.cs script mentioned in the First Person Player prefab package. Does anyone have a copy of it?
Yes it does seem consistent with having more than one Remember component. If I remove the Remember Variables component then the Remember Visibility component works as expected. Strange thing is I can get it to replicate 100% on a particular object, …
Thanks, Chris! Got it working by making the menu's source "Unity UI Prefab" instead of "Unity UI in Scene". Another question, is there a way to suppress the following AC warning when having a menu set to "Unity UI in Scene&…
I found a solution to my particular problem and wanted to share it here. I had a couple of large meshes with the Read/Write Enabled option toggled on that were also in prefabs in the Resources folder. I didn't need that option on so when I toggled i…
You need a special version of the Rewired plugin for it to work on the platform. Did you go through the request process? https://guavaman.com/projects/rewired/docs/SpecialPlatformSupport.html#nintendo-switch
Thanks, Chris. It looks like I solved the problem. I can't really say what console I'm developing for at the moment, but I had an object turned off with a Remember Moveable component on it and a few objects that had Remember Moveable components on t…
As a workaround I think I ended up not using a dropdown and just used an image swap with star symbols (one star for low quality and up to three for high quality) and had standard UI text above that.
But it sounds like Chris is saying a Popup variab…
Thanks for the tips, Chris! I'll give them a try.
It's not a strict requirement, but is very much frowned upon to use the Resources folder as one of the things we have to keep down is how many times data is read/written to disk per minute in order …
@matrix211v1
Alternatively, you can use the Gamepad Template to assign your inputs. This way it will propagate down to all controllers with a similar layout and you don't have to map multiple controllers. I think this is the recommended method from…
@ramboaslak Do you have your Rewired Input Manager prefab in every scene? That needs to be in there in order for Rewired to handle input throughout the entire game. Also, you could try reinstalling Rewired (https://guavaman.com/projects/rewired/docs…