Yay checking "Compress save files?" worked! Thank you so much! I'm curious, what does that option do? Like will this have any noticeable consequences in the game?
version is 1.82.5 and yes it does, here's the log:
10 may webgl.framework.js.br:10 Could not save PlayerPrefs data under key MembrilloHidMySocks_0. Exception: UnityEngine.PlayerPrefsException: Could not store preference value
at UnityEngine.Playe…
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Hi, so I checked the console, sorry about not thinking about that earlier, and it's "Could not load autosave - file does not exist". As you can see in the images of the actionlists I sent you, it should exist, since I'm making a ne…
Oh, I see. I added it to my project and made an animator controller, but since the slots in the prefab are empty and the images are added in game by ac, I'm not sure how to make it work, maybe I didn't understand the instructions very well. Right no…
Hi, I'm wondering if the Object: Highlight still works only on AC menus or it's possible to use it with Unity UI? I tried adding the action after picking up an item but it isn't doing anything
Hi, I wasn't sure if I should reply to this old thread or start a new one. I was wondering if the only change this method has is to display the variables in categories when selecting a variable in an actionlist / referencing it, or if there's any wa…
You're right, I'm sorry for the confusion. I was testing it in the editor and it must be saving my last autosave when I play in Unity. I built the project and it worked, thank you.
I'm still a bit lost on how to do it with "Number of save games". So, right now I'm using Autosave, no other saves. When the player clicks "New game", the actionlist uses Engine: End game (restart) which leads to the next scene. …
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You're totally right, I forgot I could use check input in the actionlist to separate the axis direction afterwards. It worked.
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About this, I ended up just leaving it as it was and changing the inventorybox to 1 slot, using rawimages…
Yay! I think I did it! I changed around the inventory menu so the boundary covers everything it has to (I had changed it to an almost non-existent boundary because it was getting on the way of other things as discussed earlier in the thread), so I h…
You're right! Adding an event for the hotspots worked for everything except when the inventory is too close to a hotspot, in these videos I recorded how it's indeed working for everything else, showing the events and respective actionlists, as well …
Sorry, I tried again with your suggested log and here's a video (and image of the log and stracktrace) showing the console while I do the same actions as before. Apparently it's locking and unlocking immediately and that's why it's happening.
Hi, sorry to revive this thread but I took some time off the project and now that I'm back I'm noticing that even though that solution seemed to work, the rectangle is still appearing, just only the first hotspot hovered after the inventory item. As…
Sorry I couldn't answer you before. I mean... it is locking it automatically I think with the OnMouseOverMenu event or at least that's what I assumed is happening, like if it's hovering is unlocked/it's not hovering is locked. But there's no event t…
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Oh, it's only coming up on the console when i hover over the items, not the hotspots, even though the dark rectangle still appears and the hierarchy shows and hides the menu (like I showed on the video). So apparently that's not the issue I …
Sorry if I wasn't clear about that earlier. I created a newOnMouseOverMenu event and connected an action list that unlocks the inventory descriptions menu. Here's this event and actionlist.
So, that event and actionlist only get triggered when I hov…