and now I have strange bug with inventory categories.
Here is what's happening:
I have 2 categories:
1st "normal"
2nd "special"
(it's for 2 separate inventories 1 I'v just created 2 nd yesterday).
If in "standard" Inventory I select option "limit by category" than objects dissapear after combining ... (I combine 2 objects result should be 3 rd object - in same category- but after combining 2 "precombined dissapear" and 1 "should appear object" is not apearing as well).
Before (previous to categories it worked just fine).
Also when I turn off "limit by category" it works just fine.
2 nd bug - objects are not rearanging in inventory box (when I disable "limit by category" option than objects are possibe to rearange again... ).
Is it possible to fix this bug quickly ?
(as I should show newest build to my producers soon ;]).
P.S.
Before I had just 1 basic category, and created 2 separate categories just yesterday - maybe it's not overriding something ?
@tawny: Under what conditions does crossfading occur instantly? Please post details with screenshots in a new thread.
@IndorWojciech: I can't recreate the first issue. The more detail I have, the more quickly I can fix an issue. Try creating a new inventory item and add that one instead - does that work? Then please post a new thread with screenshots that clearly show the issue, including your Inventory items, inventory menu, and ActionList.
The second issue is not a bug. As the Console states, re-arranging is not currently possible in an Inventory menu limited by category. Be aware that removing it is not a trivial matter, but I will revisit this restriction.
Rearanging thing would be great to add, (no hurry if this is complicated, I can wait, for me it would be verry useful, and apreciated by others as well, I guess).
Its all about "feeling of inventory", when You can not rearange it feels like something is broken, (like a bug), I guess all adventure games has this basic ability to rearange.
@Calligram_Studios: It looks like there's an issue with auto-created variables not saving correctly depending on the version of Unity. If they are in a backup, they'll be stored in your scene file if local, and the Variables Manager asset if global. I shall fix this for v1.56b so that this doesn't happen again - I apologise if this caused you problems.
Added: "Straight To Cursor" movement method will make use of pathfinding if a non-zero "Pathfinding update time" is set Added: Ability to set the 'separation time' between a click and a hold when using "Straight To Cursor" movement method
Added: If a Hotspot is passed as a GameObject parameter to the “Character: Move to point” Action, the Hotspot’s “Walk-to Marker” will be assigned as the destination
Added: Option to move characters with their Rigidbody2D components if present, as opposed to moving their transforms
Added: API references for Menu Element properties can now be copied by right-clicking their fields
Added: Option to allow Menus that appear when speech plays to show when the game is paused
Fixed: Critical issue when using a Crafting Menu in v1.56b and v1.56c
Fixed: Hotspot not always being passed as a GameObject parameter to Unhandled interactions
Fixed: Error when hovering over inventory in rare circumstances
Fixed: Unity UI In Scene-based Menus not loading in Unity 5.6
Upgrade note: A Menu’s “ActionList when turn off” will now be run whenever another Menu forces it off - i.e. when crossfading
Added: Option to Unity UI-sourced Menus to auto-select the first-visible Element, as opposed to referencing an Element by name
Added: Option to close Interaction menus if the associated Hotspot is no longer in the Player’s vicinity, and the Hotspot detection method is set to Player Vicinity
Added: When using a Unity UI-based Interaction menu with “Cycling Menu And Clicking Hotspot” interaction mode, Interaction and InventoryBox elements are now highlighted
Changed: If options data is reset in the Settings Manager, and player profiles are enabled, the default profile will be made active
Fixed: Issue when displaying speech text with a [hold] tag at the same time as a Conversation
Fixed: Menu property “ActionList when turn off” not always running when it should
Fixed: Various cursor issues when interactions are run by cycling cursors
Fixed: Option-linked Variables not loading correctly in rare circumstances
Fixed: Rare console error when using a Hotspot Detector
Fixed: BackgroundCamera prefab showing gizmos in the Game window when building 2.5D games
Just a heads up for everyone, it looks like 1.56g is available on the store. Posting the release notes for Chris so he can continue relaxing!
= Version 1.56g = -Added: Option to the “Object: Add or remove” Action to position the instantiated item relative to another GameObject -Added: Option to the “Object: Teleport” Action to position the teleported object relative to another GameObject -Added: Ability to manually assign a Sprites Unity Complex-based character’s Animator component if the sprite child has no Animator -Added: The Follow Sorting Map component will now work if is not added to a Sprite Renderer, but has Sprite Renderer children and “Also affect children?” is checked -Fixed: Rare issue with Hotspot icons when changing scene in Unity 5.6 -Fixed: “Menu: Set Input box text” Action not updating Unity UI-based Input boxes
Hi, next time please post bugs or technical questions in the Technical Q&A page (I almost didn't see your post, lol).
Anyway, does this error happen when opening any actionlist with the actionlist editor or just with an specific one? This sounds most likely an issue with the actionlists not the editor. Have you tried creating a new actionlist asset just to see if the editor works with a new one? Also, what AC version did you used to have? I've seen cases of corrupted data when one upgrades from a very old AC version. Though, we've also seen a lot of corrupted data reports from people upgrading from Unity 5.5 to 5.6. It may be worth it to reimport your actionlists (right click, re-import) Or delete your project's library folder and let Unity rebuild it.
In any case, make sure to always have a backup of your project, you never know when updating AC or Unity can corrupt your files (that goes doubly true about updating Unity).
Comments
@IndorWojciech: I can't recreate the first issue. The more detail I have, the more quickly I can fix an issue. Try creating a new inventory item and add that one instead - does that work? Then please post a new thread with screenshots that clearly show the issue, including your Inventory items, inventory menu, and ActionList.
The second issue is not a bug. As the Console states, re-arranging is not currently possible in an Inventory menu limited by category. Be aware that removing it is not a trivial matter, but I will revisit this restriction.
Added: Ability to set the 'separation time' between a click and a hold when using "Straight To Cursor" movement method
Great!
@Nick: No problem! Asset Store reviews are more than welcome
Version 1.56e
= Version 1.56g =
-Added: Option to the “Object: Add or remove” Action to position the instantiated item relative to another GameObject
-Added: Option to the “Object: Teleport” Action to position the teleported object relative to another GameObject
-Added: Ability to manually assign a Sprites Unity Complex-based character’s Animator component if the sprite child has no Animator
-Added: The Follow Sorting Map component will now work if is not added to a Sprite Renderer, but has Sprite Renderer children and “Also affect children?” is checked
-Fixed: Rare issue with Hotspot icons when changing scene in Unity 5.6
-Fixed: “Menu: Set Input box text” Action not updating Unity UI-based Input boxes