Forgot to reply to this. Yes, I was happy to use a small transition time to get the results I needed. I just wanted to point out that I noticed that behavior if that was important to anyone.
Well I was experimenting and it looks like the label 'does' still pop for a frame if I set the menu's transition type to 'None'. It works well if I keep it on Canvas Group Fade with a transition time above 0.
Ah, that fixed it. I was just using the default AdventureCreator menu. Switching it to Unity UI fixed the issue. And for record, it's working regardless of Duplicate for each Hotspot is checked or not.
I'm bumping this thread because I was looking to implement a similar solution to hiding hotspot labels only for certain hotspots, but I'm having an issue where the hotspot label seems to appear for only a frame after deselecting (moving away from) t…
Okay yeah, that works great. Just a heads up the updated version of the package - the serialized list of Stats on the player prefab has "Equipment/Weight" as both base variables. I missed it at first and was really confused by the math lol…
Ah right, I understand now. Okay, I started a fresh instance of the Equipment Example again and followed your steps and everything works as expected with equipped gear effecting only the base variables, and the consumables effecting the offset varia…
Thanks again for the specifics on scripting. It seems though that offsetValue is never actually getting modified. I'm trying to fix it myself, but I can't quite determine where it would fit into the script.
Correct me if I'm misunderstanding the lo…
Sure thing. I made a fresh unity project (2022.3.19). Imported AC (1.82.4). Imported Equipment package and opened Equipment sample scene.
* Created new item category "Consumable"
* Created new item* Name: Consumable Item
* Category: Consu…
First, I just want to say how much I appreciate the quality of the support you offer to people here. I deal with a lot of technical support in my life, and you are by far one of the most helpful and patient. Thank you very much.
Now for the stat ca…
I have recorded a quick video to hopefully make it easier for you to see exactly what I'm experiencing regarding removing items from the gear container slots:
https://www.youtube.com/watch?v=Dsgjn2Gek60
To your point, though, I do agree that I may …
Thanks for looking into this for me.
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I agree. At first I actually just used the stat calculator you provided in the equipment example, which worked great for gear containers. However, the issue came down to when I would "use" cons…
Oh wait, it was the last function having:
EventManager.OnMenuTurnOff -= MenuTurnOn;
I'm unregistering my custom function from OnMenuTurnOn in the OnDisable function now. I get where my mind was going, but at least it was a simple mistake.
I was in fact on an old version, but I've updated to 1.82.2 and no luck. The script is on the root canvas of the prefab which is linked to the custom AC menu. I've triple checked the prefab is not placed within the scene, and AC is only spawning one…
Okay I think I have narrowed down how to duplicate the issue.
It seems that it has to do with the ui prefab being in the scene prior to entering play mode.
* I remade my custom ui prefab from scratch, then linked each element into the AC custom men…
AC version 1.81.7, Unity version 2022.3.4f1
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This is an interesting idea. I was originally planning something along the lines of having 6 permanently placed buttons in the ui prefab, and then upon interaction with the computer, using some mi…
On further experimenting, I realize some things aren't linking from the menu because I didn't have "use tmpro components" ticked. I'm also noticing that the references to the buttons in my custom menu are breaking once I start running the …
https://i.imgur.com/fkFzdvi.jpeg
Also, here's the link to a screenshot. For some reason the image attachment button wasn't working in the post submission.