Of course, I am finding it impossible to recreate in this scene right now.
I suspect though, that it's related to the Items can be reordered in Menus? option. In AC1.75.4 we can now Highlight empty inventory slots without needing this option enabled…
No there are no Object: Add or Remove actions at all.
Anyway, I removed the variables component from the moveable "gate" object and put it on an empty game object instead. Now I no longer get the warning message, so all is well.
Maybe th…
Thanks for trying it out. I tried again just now with more or less those same settings and it still would not work.
However, I had an Empty slot texture assigned. If you have a Background texture set as** per slot**, as well as an Empty slot textur…
Okay, I have now updated to latest version and still no highlight texture displays on empty slots. Maybe I have a setting that's blocking it somehow, I don't know.
Does it work on your end? Could you do a quick test with an AC project set as using …
Oh I see it now, thanks. It would help me out if it's made available without re-ordering items being enabled though.
However, I'm still not seeing the highlight texture on empty slots in my inventory, even though highlight empty slots is now checke…
You're the absolute man, it works. Thanks again.
In fact I think I could go back & use this for all Unity UI menus now - you may recall a while back I was having difficulty navigating Unity UI Inventory because Rewired wouldn't work in menus. N…
Oh wait, sorry, brain fog moment - I haven't assigned the modules in the inspector.
I just tried to do it though, and it won't allow the Rewired Module to be assigned, it will only allow AC's Optional Mouse Input Module.
Yes, the error's gone now. I can't get it to work though I'm afraid, maybe I'm missing something?
To summarise:
I have a menu called Controls, I open this and it's "when opened" action list does a Send Message to Control Mapper to open t…
Thank you, but Unity doesn't seem to like that false bool on line 13. I get this:
Assets\Game\ModuleController.cs(13,25): error CS0029: Cannot implicitly convert type 'bool' to 'UnityEngine.EventSystems.StandaloneInputModule'
Ok, I got it working in the scene. To test, I used object: call event on the EventSystem like this:
RewiredStandardInputModule. enabled = false
Optional Mouse Input Module.enabled = true (and vice versa)
This switches the components off or on. …
I have tested Rewired's Standard Input Module by having it already present in a normal gameplay scene and haven't run into any issues. However, your idea sounds wise e.g for using AC's EventSystem for preventing mouse interactions when using direct…
(Quote)
This screenshot is the inspector of the Unity UI EventSystem integration prefab supplied with Rewired. I assume the important bit is the Rewired Standalone Input Module component. Perhaps there's a way to add this to Adventure Creator's Even…