The state of the shift inventory buttons are sometimes enabled though they should be disabled, causing them to flash. This happens every time a dialog line has been spoken and every time a menu is opened.
What I mean by flash is that first the shift buttons are disabled (as they should since no second page is needed), then after a speech line has completed or another menu opens (I show the inventory menu during gameplay), they show the "Normal" state of the button rather than the "Disabled" state, they then quickly disabled again. Kind of distracting and people are telling me they think this means something just popped up in the inventory.
Here's a dump of my inventory menu:
https://1drv.ms/u/s!Amz_vh8OYDX3u-dkhWAoPROEJERRlA?e=gImIT1
Here's a dump of on of my shift buttons:
https://1drv.ms/u/s!Amz_vh8OYDX3u-dmuLGx5Fx3wauIfA?e=CIFEkx
I tried unchecking "Clickable in cutscenes" in the menu but the flashing remains the same.
If it's hard to understand what I mean, you can see it in my public demo here (most distracting on dark background):
www.warmkitten.com
AC: 1.69.2
Unity: 2019.2.9f1
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Comments
What is the result of changing the When invisible field to Disable Object?
That result in no flashing, but then the buttons are hidden when not effective which isn't what I want. They should be disabled when ineffective, just as before but without the flashing
Just trying to find the source of the issue. Recreated - will work on a fix.
Didn't mean to sound snarky your support is (as always) crazy appreciated.