It seems that:
* the boxwipeIn only works because it's set as the default animation
* turning on and off menus doesn't appear to work, it just gets stuck on the first frame of the animation
* Setting the transition time just causes the menu to skip…
(Quote)
AC.KickStarter.playerMenus.SelectUIElement (myInputBoxGameObject);
How should this be used? I'm not sure if I should add this to RepositionSaveInputBox or add a new script somewhere, I'm also not entirely certain what I'm calling in (myInpu…
Thanks, that's awesome! So the image is just a button that's hooked up to a screenshot element, would this require scripting to communicate that the selected save slot in the menu should change the screenshot button to display the currently selected…
Thanks! Again, this is perfect, I really love the latest save going to the top ala Sierra, so convenient! This is probably pushing it (as I tend to!) but can I fairly easily add save game screenshots to this as a little image that displays and chan…
Just to clarify a couple of points
* this is definitely supposed to use a single menu to provide both the boxwipe out and boxwipe in as exemplified in this clip from unity?: https://gfycat.com/KindheartedDazzlingDassierat
* turning the menu on shou…
It's working now with the "walk to" cursor interaction for hold, but it clears upon a second click. I'm using the "auto walk to" script in the scene. I'm using a dummy text verb to not clear the text when hovering during a walk-t…
Thanks for all the suggestions, the animation method works perfectly, I'm just really novice with animation so I wasn't understanding properly, using a 0.2 exit time for the transition from flash-to-default works perfectly. Here's the final code I u…
Just to clarify, the two animations are a box wipe in, and a box wipe out; here you can see box wipe out plays as the scene exits, and the box wipe in plays as the scene begins:
https://gfycat.com/RapidPessimisticFlatfish
Using the single menu meth…
The other issue I noticed that in using a save menu, when the save menu is closed, the overlay menu plays the animation again... A nice effect, but unintentional! I imagine this would be because the menu is still enabled, although I may be wrong, d…
It's looking awesome thanks to this amazing template! I made a quick adjustment in Save_On_Click of hiding the inputbox once save has been clicked:
(Image)
There's a couple things I can't quite work out:
1. Can menu button text be changed via actio…
Would the best practice to be using an AC global to control the pause state, or is there alternative? I tried making two separate active inputs for PauseOn and PauseOff and limiting PauseOn to normal gameplay and PauseOff for paused, but as I expect…
Bonus! That exact script above seems to work differently on auto-walk-to hotspots (hotspots with a walk-to cursor interaction that are handled by the 9-verb auto-walk to script that replaces single-click interaction): https://gfycat.com/SpeedyIndole…
Excellent method, I've set this all up now, thanks! The only thing that would be nice is to have Overlay to disable completely when the animation is finished to save resources. I've animated in so that the image renderer child-object is disabled and…
Don't worry, I'm the worst coder in the world and I hadn't even used unity until the beginning of last year, we all have to start somewhere! I feel like throwing it in on a weekly basis but Chris is so helpful and the community on discord is super e…
@mad_lemon hehe, yeah, I've updated it just recently to try and help one of the commenters out (you?) and I'll eventually try and update it with non-square pixels if Unity ever get the viewport raycasting fixed. I'd also like to eventually add textm…
Thanks, great idea! I'm trying a simple method without animator as I don't require smooth transitions between colors:
`public class HighlightPendingVerbLine : MonoBehaviour
{
public Text text;private void Start () { text = GetComponent &l…
I've split my inventory and verbs menu into two separate UnityUI components and AC menu definitions, for the reason that I need to send my verb buttons and sentence line into overlay and the rest of the inventory into camera sapce. I'm not sure, but…
Sorry I couldn't edit. I also asked last year about default interactions building a sentence, but the message removed. At present, when right-clicking a default interaction, the sentence doesn't build, it just performs it: https://gfycat.com/Impossi…
@mad_lemon Check out my wiki page for pixel-perfect camera space UI stuff: https://adventure-creator.wikia.com/wiki/Unity_2018.2_Pixel-perfect_camera - even I have to refer to my own guide to remember how to get this all working, and I'd recommend y…