Thanks for the response!
* I'm not using the package available on the Downloads page. I'm using a custom action that calls the main camera's SetGameCamera() and sets the new cinemachine camera's priority. Installing the package would require rework…
What about the manus that aren't working? I have some menus to appear with an input key. But they stop appearing as soon as I remove the previous scene. Is there some line of code I should run to "reset" the menus or something?
The menu shows correctly but is not interactable. It's a Unity UI menu. I think it's because my InputManager prefab is being deleted with the old scene. So the Event System disappears. I tried having it not destroy on load. That seemed to work in th…
That worked!! thanks!!
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I tried using UnityEngine.SceneManagement.SceneManager.LoadSceneAsync() directly on my script without using AC's AddSubScene(). It seems the scene got added as SubScene anyway. Can I do this without breaking anything?…
I tried changing this line in SceneInfo's Open() to LoadSceneAsync. Are there any downsides to this?
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I don't have it enabled. I have every scene with its own player. But the player is different in every scene because I need them …
I was reading through the scripts and found that these lines are commented in the SceneInfo script:
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So even if I Add the subscene, it would still not be loaded asynchronously. So should I not use AddSubScene()? What should I use? I'm usin…
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That worked partially. I can't press the buttons but they're still being highlighted when hovering over them. A hover item is still being assigned. Is there a way to make it so that it ignores that as well?
After doing some testing, I found that it might have something to do with my InputActions. If I use the defaultInputActions found in Unity, the first issue no longer happens.
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Unity version is 2019.4.23f1. AC version is v1.74.2. The issue still happens even if I turn off my script and I enable the inventory cursor.
Here are some images of my settings:
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The steps to replicate the issues are:
1. Click an…
Hey. So I managed to do all of these another way with a custom script. But I ran into some issues. If I click and hold anywhere outside of any inventory button, and drag on top of an inventory item, it will count as selecting that inventory item. Th…