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…
No worries Chris, from what I've tried so far it seems your script here is working great. The inventory limits what I can take out of the container and I can swap items properly, thanks again.
Also I just realised I need to get rid of the "Tak…
Okay, it seems this kind of flips the issue around. With this code you can swap container items with inventory items, but you cannot swap inventory items with container items.
There is a much worse effect though: For some reason you cannot put inve…
Ah, I see what's happening now.
It will swap items but only if the inventory is full.
The issue is:
If you try and swap an item from the container with an inventory item but the inventory is not full, it will just add the item to inventory instea…
Oh wait, sorry it hasn't fixed it after all.
If you select an item from the container and try and swap it with an inventory item, it does add the item to your inventory but it doesn't actually swap it with the inventory item, even bypassing the max…
I can click an item in the inventory and swap it with one from the container.
I can not click an item in the container and swap it with one from the inventory.
So clicking container first is the way that doesn't work.
It seems your update of the script has fixed both of those issues, even the wrong slot issue. I'll do more testing, but it seems good right now, thank you.
There is one minor thing though: For swapping items it seems I can swap an inventory item wi…
Okay, I have screens of container and inventory menu settings and the settings manager:
Images
Also here's a video showing the issues in action.
If there is something else I should show let me know and I'll get on it, thanks.
In your Script Execution Order, try setting your camera script to, say, -5. This worked for me as I had a similar issue for a long time and was finally able to resolve it.
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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,…
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…