Thanks, Chris... using 5.3.4p5 (and also have a version in 5.4b18). LMK if I'm crazy!
@Alverik... I haven't had to do that with other button-based menus. It took me way too long to realize that AC wanted the element-name text in the "first sele…
Yes, and I've done this setup a bunch of times now and converted almost all my menus to Unity Ui.
As I said, the interaction elements ARE actually selected and selectable (I can use the keyboard to choose one)... but the highlight states don't show …
Sorry - got this working after setting the interaction menu to ignore cursor clicks.
One question though... if I want to use the same inputs (like arrows) to cycle the menu I need to block movement.
When I check the "Stop play moving when click…
Ok, thanks guys... if it is supposed to work I must have something set incorrectly... again. I was trying to use a Ui prefab (including just the included subtitles prefab).
Can any of the anchoring cause issues with this functionality?
And should th…
Ok... I see the light... and I believe this is completely my misunderstanding. Please forgive the bother!
I assumed the "element" referred to the first button in the UI prefab - but it in fact refers to the menu element in the AC editor. U…
Here is the result from the log using the included convo prefab in the demo scene (talking to Brain):
(Image)
Perhaps element.title is not returning what it should?
(the code change works after a camera cut if the action list is set to run in the background, but otherwise the camera change deselects the UI element somehow)
I'm assuming you've entered it in properly, so I can't see why there'd be a mismatch.
Yes, I've definitely entered it correctly...The change itself isn't too dangerous - it'd only cause a problem if you had a Menu with no visible elements. Howe…
Sorry to spam with responses, but perhaps this might help.
It seems that public GameObject GetObjectToSelect () (in menus.cs) is always returning null (even when the correct name of an element is present).
I'd guess that this evaluation is causing …
If this is really working for you I feel like I must be missing something really obvious here... I just tested in 5.3.2 as well as an older version of AC and the behavior is same (also tried PC and Mac).
Seems like this was brought up before:
http:/…
Thanks for your help... Using Unity 5.3.3f1 and AC 1.50i.
1. Created new project, imported AC2. Assigned Demo manages3. Loaded demo scene4. Changed conversation menu to Unity Ui Prefab5. Hit play
Definitely not able to scroll through the menu option…
I'm not sure where to look into this further to be honest. I have a ConversationUI prefab. When I just put that prefab in my scene and start the game I am able to see the first item selected and can navigate with the keyboard or game controller. IE …
I believe this had to do with fonts, actually. I originally had 3 different fonts in the menu, none of which had been used previous to the convo prefab being loaded the first time. Changing to the font already used in the scene cleared this up.
I'd…
Yes, your MenuManager and UI prefab does work as expected. But I'm not seeing anything significantly different between it and the UI prefab I'm using. I'm using a layout group on my panel directly, but otherwise the setup is the same.
I must be miss…