Any non-standard toolbar menus will be removed if you open Unity with a compilation error. The Console at the bottom is warning you of one.
It appears that your "RememberVideoPlayerEditor" script has been moved to the "Save system&q…
Likely not, I'd say. There is a "Run now" button already in the Inspector, and I'd prefer to only have context menu items that show when appropriate. AFAIK it's not possible to limit an item's display to just Play Mode.
If it works, it works! My point about the sprite child, though, was that the child object itself doesn't need to be a sprite specifically - just that your sprites are children of it.
Since the Follow Sorting Map component is not a parent of your s…
Welcome to the community, @f4ijunkie.
Can you share more detail on what you intend - preferably in the form of mock-ups / screenshots? I'm not totally clear on exactly what you want to achieve.
In the Inventory Manager, you can define Documents t…
You can hook into the OnMouseOverMenu custom event to detect when hovering over an inventory item, and then run its Examine interaction:
private void OnEnable (){ EventManager.OnMouseOverMenu += OnMouseOverMenu;}private void OnDisable (){ Eve…
Are you using the Object: Add or remove Action for the sole purpose of running the code above?
If this is spawned at runtime, your "uicamera" field likely isn't set.
Better to make the Start function public, and then use the Object: Call…
Portrait graphics cache themselves internally, so as to avoid sprite-conversions every frame. If you're changing the graphic's texture through script, you likely just need to clear these caches.
Try calling these after updating the texture:
playe…
This may be a UI canvas/prefab configuration issue, since you're looking to make the new RectTransform boundary prevent clicks underneath it.
It may be a case of adding a Button component to the boundary, or a Canvas Group component that blocks ray…
Sounds like it. As I said, the Constant ID is how object references are retained after you delete it from the scene. So long as the field's ID value in the Menu Manager matches that on the GameObject in the prefab, it'll re-link at runtime.
Is th…
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You can extend the UI's "RectTransform boundary" to extend to the game window's edges - that way clicks on it will still be considered "on" the Pause menu. If your current UI objects are dependent on the current RectTran…
Fair enough. Actually you could just return string.Empty whenever the preposition check fails, since that would then cause the original menu text to show.
When it comes to 2D, there should generally be a separation between a character's position/scale on screen, and the animations that it uses. The hope is that there should be little difference to a character's behaviour, regardless of whether he use…
What are your AC and Unity version numbers?
I'm not sure why there'd be a difference between setting the volume type, but it'd be better to use the dedicated music system.
What I can do is write a function that allows you to set the samples of a m…
Object: Send message can be used as well, provided you're calling a script function. Attaching the Particle Switch component and calling its TurnOn / Interact messages will cause the attached Particle System to play.
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It's possible to limit what verbs are shown in an Interaction menu to only just those that the Hotspot uses. This can be done by checking Auto-hide Interaction icons based on Hotspot? in the Settings Manager.
However, it's also possible to…