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ChrisIceBox

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ChrisIceBox
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  • Yes, I understand. The problem is that you are assigning prefabs in the Transform fields - not scene objects. These fields are for Transforms in the scene that the cards should appear at - not the cards themselves. Create three new empty GameObje…
  • If you're getting that, it's because the Player currently has no inventory items. Make sure that the Player is carrying the cards - either by default by checking Carry on start? in the Item's properties, or by adding them at runtime with the Invent…
  • The script works by checking the Player's inventory - how many items is the Player actually carrying at the time? Here is a super-debug-logging version of the script that will print every part of the process into the Console. What gets shown when …
  • Thanks. That's safe to ignore, but its appearance is a bug - I will see it removed.
  • It's hard to say where AC lies in all this - it's a custom script that triggers HierarchyChanged, and its Anima2D that reacts to this causing slowdown. You mentioned earlier that even removing the Anima2D HierarchyEvent reactions caused slowdown. …
  • If you rely on Animation to show a RawImage that can overlay the UI Button, then you can just update the RawImage's Image field to match the activeTex texture: using AC;using UnityEngine;using UnityEngine.UI;public class TriggerHighlightAnimation :…
  • I will see if the UnityObject parameter can be used to set AnimationClip fields. (Quote) Can you share the full message, stacktrace included?
  • What are your AC and Unity versions? From your screenshot, it looks like the prefab itself has its Sprite Renderer component disabled. Make sure it's enabled, and then check to see if/when it somehow becomes disabled again. The only times AC shou…
  • Welcome to the community, @the19thbear. You can define the minimum length of time all dialogue lines can last, but you can also make use of the [wait:X] (where "X" is the number of seconds) token inside dialogue text to add pauses inside …
  • The built-in Highlight component works by brightening the _Color property of the Renderer's Material. This isn't possible with Sprites Default materials, but should work if your sprites use Sprites Diffuse. Alternatively, you can use the Highlight…
  • Welcome to the community, @nekoroad. Don't worry, it's just been moved. In v1.72.0, the Inventory API was written to be much more flexible - with all sets of inventory items (the Player's, Crafting, Containers etc) being stored in separate InvColl…
  • Regarding the template I mentioned, it's just been released. See the "Combat example" package over on the Downloads page for a Resident Evil-style nostalgia trip!
  • Replace your CardSpawner script with the following. It will parent the cards to the Transforms, and report in the Console as well: using UnityEngine;using AC;public class CardSpawner : MonoBehaviour{ public _Camera firstPersonCamera; public …
  • You can use the Inspector to add as many item swaps as you like. No need to edit the code. Regarding your other issues: (2) is a bug, and will be addressed. (5) is not something I can recreate - can you share your full Settings? Though, the eas…
  • (Quote) What was the state of the Overview section of the Profiler in that scenario? If this too is down to the HierarchyChanged event, these two pages on the Unity wiki have example scripts to show how many times this event is being triggered (tho…
  • You can do this with Active Inputs. Active Inputs are a way of running ActionLists when a particular input is pressed. If you define an input named e.g. "6th Sense" in your Input Manager, and map it to the "b" key, you can then…
  • By "3D inventory", I'm referring to the linked item prefabs. Where in your scene have you attached the script? Let's see screens of its Inspector fields.
  • They do need to spawn in - you want to have 3D versions of your inventory items to be present in the scene. I'm only going by the details you shared in your original post. If you've updated the script from above, you'll get a warning if there's a …
  • Have you updated the script from above? The cards will be placed at the positions you set through the three Transform fields, which should be assigned in the Inspector. Where are these Transforms? Check your Hierarchy and Scene windows when the s…
  • (Quote) Rather than writing two sets of the same code, try just checking if the two items are the same. I'll update the code at the bottom of this post. (Quote) Swapping occurs when clicking a Container due to a Container's optional maximum capaci…
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