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Yes that's right. The other way around does not work though, as in, if I disable the local container, the Global container still doesn't work.
I have not edited the script at all, apart from altering the default maxItems int.
Sorry I'm not…
The only additional script on the container is the "Limit Items From Container" script, which I have on all containers to enforce the limited inventory gameplay in my game. I have this component on all containers in my game and it works pe…
Sorry, I forgot to mention I'm using direct navigation.
However, I realise now it is not related to Unity UI at all - I reverted to an AC menu and the issue is still present. The culprit is actually the "Global Container" Don'tDestroyMe s…
I had this issue for literally years using the "Advanced Third Person Camera" (back when it was a separate download) - a few things seemed to trigger the jittering, most notably IK and Root Motion. It was fixed by assigning the camera scri…
Looks like I missed this thread.
Anyway, there's no way I'll ever cross those thresholds, but even so, what's stopping Unity moving the goalposts at a later date?
I'm so comfortable with Unity now it would be painful to move, but if Adventure Crea…
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Yes, but all transitions and parameters have been thoroughly checked.
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The transitions are correct, I even added some extra ones to check (Normal to Highlighted etc) but still the highlighted animation will not play.
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The ani…
That's exactly it: In the Animator the Normal animation is playing despite the Highlighted trigger parameter being set.
I animated the alpha rather than disabling the image but unfortunately it's the same result.
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I'm sorry I'm not following. Do I need to create a new state called Selected and have the highlighted trigger parameter transition to it (I have tried this though and it did not work)?
There are only four possible states on the button's Ani…
If I understand it properly, it seems that Animation is actually the only real option then, as with Sprite Swap there's no way to hide the child image, it displays all the time.
That being said, I can't get the Animation to actually play. In the &q…
Ah, okay so the containers weren't being included in DontDestroyOnLoad because they were children of the Logic/Container object in the Hierarchy. Removing them from that and leaving them as their own / root objects seems to have solved it.
I will te…
Hmm, I cannot get it to work using the original method. It works if the container is in the scene, but I'm guessing that's potentially problematic. I noticed though, during runtime the container is not included under the DontDestroyOnLoad object in …
"you'd need to temporarily place a copy of the Container prefab into the scene you want to test"
Would it cause problems if I just left it in there? It's just that, if I delete it, the Container:open action now displays nothing - not even …
Forgive me if I'm being dumb here, but how can I open this container when testing in the editor? As in, how can I actually select that container to open in the Container: Open action, if that container is not present in the scene in which I am play …
Hi Chris, I seem to have this working more reliably now, thanks for the help. There's one last crease to iron out though:
For direct control, using a controller, when you select the resolution dropdown your currently set resolution is highlighted -…
Is the issue you're discussing still that of the Graphic Options menu not turning off?
Oh sorry, no. I sorted that out by just locking the menu (then unlocking again when the options menu is opened) via lock menu actions.
So I am back to the issue …
The Appear type is set to manual (I made a Graphic Options button for it in the pause menu). The only references to it are in the action lists for the opening and closing of this menu.
So, I made another build and it seems to work until I open the …
This is the first build I have tried since implementing this menu, there are no other UI-based menus in my project.
I just checked in the editor version and for some reason my "action list to run when turn on / off" were not assigned in t…
This still works perfectly fine in Editor but for some reason, in a build, this issue is back:
_Direct control does not initially work when the menu is opened. You have to move the (invisible) mouse over a component and select it, then direct contr…