i disabled everything apart from the character, dropped Brain2d into it, same issue. Even with a brand-new scene. Strangely, the 2d Demo scene works fine, even with my character prefab! Many other scenes in my game work fine, too, just some of them …
Alright, so i could do a workaround by setting theira Appear Type to Manual and then call an actionlist that disables the two UI's before the cutscene and restores them afterwards. That works :)
That update would be really appreciated, thanks :)
I now start the function like this:
if (WeMetKeys == true && _menu.title == "NotebookDossier" ), so this should be fine now.
Would "if (_menu.title != "MenuTitl…
The menu is linked as an Unity UI Prefab.
Hmm, that is troubling. What would be my best option there? Is there any way of telling unity to find the object no matter if it's active or inactive? Since it does exist in the scene, just disabled
I was just wondering.. Does it matter if the UI prefab is not in the scene from the beginning? I tried running that same script with the UI prefab being open in the scene from the beginning, and it did not crash at least.. I would attach the script …
Code: http://paste.ofcode.org/SwY7TsxAa4VLnesBqbSMxq
Full error:
NullReferenceException: Object reference not set to an instance of an object
WeMetKeysNow.OnMenuTurnOn (AC.Menu _menu, Boolean isInstant) (at Assets/WeMetKeysNow.cs:32)
AC.EventManage…
No, only one object with that name, and it has a text component..
Update: I set it to "public" now and fed it the object in the editor itself and moved the label out of the grid it was in. Now it DOES set it, however it does not set it wh…
NullReferenceException: Object reference not set to an instance of an object
WeMetKeysNow.OnMenuTurnOn (AC.Menu _menu, Boolean isInstant) (at Assets/WeMetKeysNow.cs:33)
No, the UI text is just UGUI, and not connected to AC's menu manager.
The UI is being loaded at runtime, yes. It's always in the "DontDestroyOnLoad" part of the scene.
Is there a way to have that UI load after everything else?
I tried yo…
I can't simply link an AC var to the UI, since i also need to change graphics, and i can only do that via script.
AC Simply calls the menu up prefab currently, everything else is done via scripts.
All the scirpt is supposed to is check an AC var (…
The object is assigned to a Unity UI text label in the Editor, and when it was set to "private", this is what it looked like:
KeysGridName = GameObject.Find ("CNV_LB1_UI_NB_Dossier/GRD_LB1_UI_NB_Dossier_PortraitGrid/BTN_LB1_UI_NB_Dos…
Alright, i have now attached the script on an gameobject, and it looks like this:
bool WeMetKeys = AC.GlobalVariables.GetBooleanValue (1);
if (WeMetKeys == true) {
Debug.Log ("This works, but the next function does not.")…
I tried changing it to OnAwake, but it did nothing. I have now basically split the button script from the other one and put the OnMenuTurnOn onto an empty object in the scene. However now it does not like it when i tell it to set the label to a spec…
Placing it on an empty object works, and shows me whenever any menu opens/closes.
I have also tried placing it into the UI itself, not the button, but nothing happens.
Hmmm, okay, so at least i got rid of the errors in both my scripts! Hooray! :)
However i have one more question.. When i post that code into my script, it does not to anything, not even the debug message shows up.. Do i have to tell the script which…