Hi everyone,
Ready for the glorious conclusion to this silly medieval adventure?
Check out the festivities in Fiesta Fair, third and final chapter of the free to play Knight Night saga:
https://weenerschnitzel.itch.io/knight-night
https://youtu.b…
Regarding point 2, I'm looking for a way to revert/toggle an already used option (indicating to the player there's still more dialogue for that option, or to permanently unmark the "quit conversation" option as used).
I'm using Unity UI, …
Hi all,
Ready for more medieval mayhem?
Then check out Chapter 2, still free to play on above link.
https://youtu.be/LgvFrxR68EQ
NEW:
* second chapter, hooray!
* more rooms, people, animals to discover!
* unlock each chapter sequentially (chapte…
Yes, but I want it to go invisible when not effective, not disable interactivity.
And that’s what isn’t working with the ui prefab.
With an ac menu, it works though.
Excellent, that was exactly it!
Required some minor tweaks, so I'll post my steps, if it can help anyone else.
I first tried:
->SuperSlot1 ->Slot1(linked to Menu) **Animator & Highlight script attached here** ->I…
The RawImage was flashing in the video. It's correctly triggered by your script. (I updated my trigger name in your script upfront)
The script is placed in Slot1-6 (see screenshot 4).
The rawimage disabled in screenshot can be ignored, it's when I…
Ok, thanks for explaining. I think I got most steps right, but still..
My UI setup:
(Image)
Animator settings:
Inv Slot1 settings:
(Image)
Img1 settings:
(Image)
new Rawimage settings:
Normal result with AC inv:
https://i.imgur.com/dGSz…
Ah I see, ok I'll try to explain with some of my settings / pictures.
My inventory icons are two different sprites:
(Image)
AC Active cursor FX settings:
My actionlist:
(Image)
When the InventoryBox menu Source is set to AC, this produces the…
Sorry, I meant: a child Image (not a raw) is attached to each UI button (so I have greater control over the Rect Transform size of the inv icons, which is why I also deleted the UI button's default Image component)
So I tested above script with onl…
Ok, I got the Inventory icons animated when using the 'Object: Highlight Inventory item' function, thanks!
One last thing: to replicate the AC behaviour of above script, how do I achieve the following?
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I'm using two textures per inv icon, …
Ok thanks, I've created the script (and updated the MyMenu & MyInventoryBox names to my own).
-> Do I attach this script to the root of the Unity UI Inventory prefab?
-> Or to each inventory slot in the prefab?
I've created an animator fo…
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Has this been implemented in any of the updates last year?
I'm trying to achieve exactly the same as this thread.
Also, not sure how I would go about implementing this:
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Glad to say that all issues were resolved by removing the default Examine interactions and replacing them with Use interactions.
I no longer have the pause issue either, as I can leave the Main cursor's "Animate?" option unchecked now, as…
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Yes, without the script same behaviour as well.
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I think I found the solution:
I had the default Examine interaction enabled for all my hotspots.
(Image)
When I delete that and replace it with the newly added Use interaction (with …