What's the item's Slot Capacity, what's your AC version, and are you transferring it via clicking the menus, vs an Action?
I'll attempt a recreation. Can you share the properties of the two InventoryBox elements as well?
What's flashing in the video? The Image or the RawImage? Pause the game when this occurs to see exactly what's what.
Your Trigger name doesn't match that in the script - did you change it? Bear in mind that you don't need to create a separate An…
IIRC there are a few Spine2D integrations out there - which are you using? See the Integrations wiki page if you haven't checked them out already.
If a character's animaton engine is flagged as being sprite-based, you can uncheck Turn root object …
What do you mean by "trapped"? Can you share some visuals to show what's going on?
When this option is checked, the NPC will first try to move directly away from the Player, and - failing that - then try to move sideways. However, they'…
Welcome to the community, @AN_ATOMIC.
This would include, for exampe, a separate "close up" background graphic of the current scene?
Changing to a separate scene would be one way, but not strictly necessary - particularly if your game is…
As in, completely override the behaviour of clicking a Container element as well?
You can replace the element title check with a blanket "Is a custom inventory box" check by swapping:
if (menu.title == "Inventory Bar" &&…
The game doesn't need to be unpaused in order to save the sound - AC should be able to tell the difference between a sound that isn't playing at all, vs one that isn't playing due to the game being paused.
The issue of not saving the state correctl…
I don't suppose it's possible to just rotate the camera instead?
If you need to affect the Player, you'll need to leave the root object alone, since AC needs control over the root Transform values. You'll also need to keep "Turn root object i…
You can assign an "Interaction on let go" ActionList in the Draggable Inspector, which will run when the player releases it.
You'd also have to create a means of knowing if the Draggable is currently inside the Trigger at the time. One a…
It sounds like you've encountered the same issue with Unity's Package Manager as discussed in this thread.
Try KWaldt's suggestion in that thread, or downloading with Unity 2018 via the Asset Store and copy/pasting the files into your project.
I can't recreate an issue.
We'll need to determine if this is specific to your setup. Are you able to reproduce this with the default interface, without the use of custom scripts to handled saving/loading? Try using a new set of Managers in a fre…
Since you're dealing with dynamic elements, you may need to make use of a custom script to find tune behaviour depending on exactly how you want them to work, but you shouldn't need anything further simply to make them interactive.
What is the stat…
Yes, while the runtime instances of all Menus will be accessible from the start, their associated Canvases may not be.
You can access the Canvas when it's first shown either via an OnEnable script function attached to the Canvas, or by hooking into…
And what have you set up in terms of the Inventory UI?
The active inentory FX isn't possible as a built-in feature of UI-based menus, so relying on animation/script as above is the way to go.
The general approach is:
1) For each item slot in the …
If you want to have it as a per-scene setting, then as SkyTree writes, you don't need to have it be part of an ActionList - simply calling it in the Start function of a script present in the scene itself would be enough. A trimmed version of the sc…