Which one is being left out, the last one - or some icon in the middle? Please also clarify "will stop" - you mean the cycle will end there and won't restart to the beginning?
Please post your Settings and Cursor Managers in full so that …
That's the stacktrace, yes. And that's the trace that's being called 10x?
There's a hard-check in the SetNull method that's triggering it to ensure that it doesn't run if no item is selected - so I don't know how the value could be empty. If you'd…
The script assumes that all Menus have a Canvas attached. Try this, it'll do a null-check and spit out some Console logs as well:
http://pasteall.org/997920/csharp
Welcome to the community, @piranhapoodle.
I'm not clear on what stage you're actually at - have you already set up the other Hotspots to trigger the "standing up", and it's not happening - or are you having trouble with setting up the Anim…
You're welcome, thanks for the update.
Were the characters being accounted for in the baked NavMesh? That is, were "holes" in the NavMesh being created where they were standing?
I don't quite follow what's going on, but if it works after …
Welcome back, Dave!
1) Have you got Auto-hide Interaction icons based on Hotspot? checked in your Settings Manager's list of Interface settings? That should prevent undefined interaction icons appearing in the Interaction menu.
2) Indeed - the Canv…
My 3D approach was to rely on a completely 3D scene. 3D colliders won't work in a 2D scene, so the suggestion was to instead place all your 2D sprites in a 3D scene and rely on 3D colliders, NavMeshes, etc.
Admittedly creating the NavMesh would be …
@SFG: Did you load up the 2D Demo's Managers before opening the scene? Each game requires its own Managers, and the 2D Demo can be loaded properly via the top toolbar and choosing Adventure Creator -> Getting started -> Load 2D Demo.
For more…
Since you're looking to update Unity asset files at runtime, whether that's possible or not is really a question for Unity's technical team.
I should think, though, that you can omit the UnityEditor calls (which save the changes) and have it still w…
a) I'll attempt a recreation - please post screenshots of your Menu's properties, as well as the properties of the DialogList element within it, and your Settings Manager.
b) When navigating a Unity UI menu, the EventSystem is what determines which …
Righto - now, just above line 1924 in the same script (which should be the following):
if (!ignoreActionList && actionListOnTurnOff != null && !IsFadingOut ())
Add this line just above:
if (title == "InventoryExit") Debug.…
The orders are the same, as are the Z-positions of the two root objects. The display order is therefore determined by the Z-position of their respective sprite-childs.
One of these should have a local position of (0,0,0), while the other should be …
Well, the script actually works for me just fine. What are your AC and Unity version numbers, and are these in-scene or prefab-based UI Menus?
You say it "didn't find the Text", but do you mean all - or just some? Is there a pattern betw…
I prefer something more physical like a notepad, but for me it's rarely a case that I'll plan everything in advance. A lot of it comes down to testing and iterating until things feel good - which can't always be planned completely beforehand.