Can't reproduce, works just fine for me. The class does derive from ScriptableObject! Also: "The the script"? Did you copy/paste that directly or edit the console log? Screenshots are always preferable.
Anyone else seeing this error?
Thanks, but no need: in 1.33, "CycleCursors" is a valid Input axis and listed in the Settings Manager. You can tie it to whichever key you like, that way. Right click is still valid, too.
Added to 1.33: "Absolute" size setting for Menus and Elements - use to set them to exact pixel sizes. You'll want your Elements positions to be set to "Relative to Menu size", too.
The GameCamera2D will only set itself as Orthographic when created in "Unity 2D" mode, which is what it ought to be. What Top Down setting have you got set? The offset parameter works differently when used with Orthographic camera: it'll…
Get rid of the Start function and that's right. You'll need to find a way to link the highlightAmount float to your shader's brightness your own way, though (since that kind of thing will be specific to your game)
Good, thanks. I can't recreate those other errors either, so let's try this:
GlobalVariables.cs, line 44. From:
if (GetComponent <Options>() && GetComponent <Options>().optionsData.linkedVariables != "")
to:
if (GetCo…
I can't recreate this on my end - iOS mode still works for me. Rather than me think I've fixed it and update prematurely, could you let me know if this solves the issue? Open up SettingsManager.cs and find line 295.
Change:
#if (UNITY_IPHONE || …
I'm afraid I don't know the answer to that - I don't know shader code at all.
However, you can get the intended highlight amount from the Highlight script and use it in your own script. Enter this code into a C script attached to the same object a…
Unexpected results such as? Tutorials for the new 2D mode are planned, but I need to get some bugfixing out of the way first, so it'll be easier for you if you let me help you directly for now.
Please be more specific - at what stage does it stop working, and what happens on-screen, exactly? I don't want to sound pedantic, but I really do need as much information as you can give me to fix such problems.
Icons will show so long as the Hotspot itself is highlight-able. This will happen even if no Interactions are enabled. To de-activate a Hotspot completely, use the Object: Send message Action to send "Turn off" to it. "Turn on"…
I'm sorry you're having trouble, but I do need more than that to go on. Do you have screenshots you can post? You're welcome to PM me a UnityPackage file with the problem project in, and I'll take a look.
The disabling is done in the Awake function, so attach a simple script to your Camera that re-enables it in the Start function. Something like this will do the trick (in C#):
void Start ()
{
this.camera.enabled = true;
}
It's a nice idea, and one I've had myself. Several reasons why this isn't the case, the main being that because of the way Unity works, you can't have more than one ActionList on a prefab (this is why Hotspots and Interactions are kept separate).
…