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Rewired module is turned on when the menu is turned on, though I have tried both modules.
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Can confirm some success with navigation, but it will only work via controller for some reason, and seems to rely on what is set in the projec…
Menu: Select does not work I'm afraid. Well, it does and I hear my hover sound, but the same issue presents itself.
My EventSystem has both AC's Optional Mouse Input Module & Rewired's Standalone Input Module. I also have this "Module Cont…
Thanks for the advice, I have navigation working now. It turns out that Explicit actually works better for me, as specific components are chosen to ensure reliable navigation.
However, a much bigger issue I have is that direct control does not init…
Thank you, the scroll bar now works with direct control.
I have another issue though, I am having trouble selecting the Full Screen toggle with direct control. If I press "up" from the Apply button (near the bottom), then I can select it,…
The Back button is one of the elements in the GraphicOptions menu (probably at the bottom). This element will have a "Click type" field, this is where you can choose to set it to "Turn Off Menu".
Chris is asking how you are open…
On line 203 is:
dropdown.value = value;
It is a line from your suggested edit to provide compatibility with 2018.4 (which is working btw):
void SetDropdownValue (Dropdown dropdown, int value)
{
Dropdown.DropdownEvent oldEvent = dropdown.onValu…
Thankyou @ChrisIceBox , I have finally got the basis of the UI in place in 2018.4, there's just a few hiccups I'm having:
* For Resolution, the dropdown has quite a few options, but when using direct-controlled menus, there is no way to scroll to t…
Okay, I've made a bit of progress from making new elements and copying the contents of the disabled "Template" objects on them, such as for Dropdowns and Toggles.
For some though, there's no default equivalent, as in the header/parent obj…
Thanks Chris, no errors with this. However I still cannot actually test it out, as the prefab still has all the missing components.
I know that Graphics Raycaster & Canvas Scaler are missing from the main parent object (GraphicOptionsUI) so tha…
Okay, I deleted the DropdownEx script and replaced GraphicOptions' SetDropdownValue function with this as you suggested:
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However, using this code, I get these errors again:
Assets\AdventureCreator\Downloads\Graphic options template\Scripts\…
Yeah I'm probably the last person using it. I heard too many horror stories regarding stability and it put me off updating back in 2019, now I'm too far gone...
Oh damn, it's actually every single element of the GraphicOptions prefab that has missing scripts - Panel, buttons, text etc. I tried deleting then re-importing the package without the edited script, but it's still the same. Not sure why they're not…
Okay, no errors after going with your suggestion there.
However, the GraphicOptionsUI prefab has two missing scripts.
https://imgur.com/a/Ps69SL8
Do I have to put the DrodownEx and GraphicOptions scripts on there? I would have thought it was only …
Ah, yeah that helps. The only complaint I get now is:
Assets\Game\DropdownEx.cs(9,9): error CS0103: The name 'Set' does not exist in the current context
So Unity doesn't like "Set" in there for some reason. It's not that different from Ka…
In DropdownEX I have this error:
Assets\Game\DropdownEx.cs(9,5): error CS0103: The name 'Set' does not exist in the current context
In GraphicOptions I get this:
Assets\AdventureCreator\Downloads\Graphic options template\Scripts\GraphicOptions.cs…
So, I would create a new script similar to karl_Jones's (or your example) but call it DropdownEx rather than SliderEx, then edit the GraphicOptions script as per your instructions here?
Oh nice, never knew this was there. Think I'll try it out this week when I get chance, it's actually more than I expected - I was just looking to replicate the Quality option dropdown from the (old) Unity build/game start-up window.