I'm making a new menu that also uses graphic elements as way to show stuff so good moment to try.
For now, it does not solve the problem of graphic elements not visible on start. Some references (not all) get lost.
For now, I don't know if it will…
Looks like is affecting all new elements, often, even if they're enabled on start. If they're hidden with AC actionlists, next time they will open sometimes the reference will be lost, sometimes not. So I'm having all sorts of reports of "every…
I can't found the correct place for it to fix it.
ConstantID fieldID = field.GetComponent<ConstantID> (); if (fieldID) { if (!field.gameObject.activeInHierarchy && fieldID.constantID == 0) …
As you said, it has nothing to do with custom scripts, but my use of having graphic menu elements not visible at start was the key problem. The problem is 100% reproducible on my build, I made several tests using a menu that only uses graphic elemen…
Strangely enough, that was the only ocurrences of problem and the fix I followed worked straight for both menus.
As console warnings weren't more specific and the situation so confusing, I cannot pinpoint the origin of the error.
You sort of give me the clue to solve it when talking about custom script...
In both the menus I had problems, I'm was using "Custom Script" in some Toggle elements, but I don't really use any custom script. It was a way to avoid using AC…
Oh, it was on another thread! Thanks. Looks like a good file to have, So I'll keep it. I already notified my players that saves will break for next version. Then I should leave Invariant culture checked on, right? (as I'm not worried about breaking …
Hi there! The save incompatibility took my by surprise with 1.81.4 but I guess didn't read the forum, my fault, I thought the update was just to big of a difference (my last AC version was from 2021 in this project).
So I was surprised that that wa…
(Quote)
Well, the case is that when the ActionInvProperty action runs, and the warning is given, the item is not in the inventory, is on a container.
So I guess the debug log is totally fair and not a bug per se; The Item can't be found in the inve…
Well, personally I resolved this issue just pre-recording the Live value of the item with the OnInventorySelect event, so when the variable is checked on OnContainerAdd event, is not trying to get the data from the item inside container, so at least…
Using the "Get Live Features" was a thing I tried thinking it could be related.
Strangely enough, it gave me a "bug" that I didn't reported because I guessed it was a totally unrelated thing and I thought my problem was elsewhere…
Ups! Just a little problem.
After achiving being able to modify propierties from script (as I did not see anything in the scripting guide to "Set Property" but there was an actionlist to change propierties values so... It must be possible!…
Wow! Lots of thanks. Works like a charm both of it!
This engine is always improving... and making questions here has been my best way to keep improving coding along these years ;)
All right! I was under the complete assumption of the need of having them in the same menu, but I see I do not. Maybe a wrong assumption because fast tests.
I've remade the menus; 3 menus, 1 crafting, 1 normal inventory box for Category 1 items, an…
BTW.. I'm having problems configuring the correct way the crafting output should work for me. Not sure If I'm doing something contradictory. (using UnityUI)
When using:
(On crafting properties)
-Specific Pattern: On
-Actionlist on Create: On
-Acti…
It totally fixed it! I feel less useless with coding now XD
Now works perfect.
Yesterday I tried with the GetTotalFloatProperty too (Also I probably change the weigh system to use float), so I guess it has the same bug in the code!
I also tried using...
int WeightPropertyID = selectedInstance.GetProperty("Weight").id;
to get the property to assign in that function (and yes, is the property with id 0... I don't know. I don't know what don't work.
That function is godsend. After these years I should start checking more the Scripting guide instead of the manual....
I'm very glad I'm trying to make this script. I have a problem tho. I've updated the script to work with the global variables, an…
I implemented that but, apart from other problems. I think this workflow isn't well suited.
Not about using Actionlists, but with the method Select and Drag items between container and playerinventory. I guess that worked well for using the CountIt…