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Magnus

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Magnus
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  • Ok, great, thanks. Works well with an OnEnable method.
  • Yes, I removed the Event Trigger from a few of the button slots and when clicking/dragging on these it works as intended/used to. Did something change or did I change something?
  • I haven't worked on this project for a few months so unfortunately don't know when it stopped working. I thought it was when I changed Global Cursor to Unity AI but I get the same result even with "Software". Project input is set to "…
  • Hi, I'm reviving this old post as for some reason the wanted behavior of the Unity UI inventory with a scroll rect scrolling doesn't work anymore. I currently have 8 visible slots in the inventory. When less than 8, the scroll rect kicks in an lets …
  • Yes, upgraded from 1.81.7 to 1.83 and now the error doesn't appear. Sorry, should of course have tried that first. Thanks!!
  • Unfortunately that doesn't help, anyway, thanks for checking!
  • Sorry about the Unity issue... I'm triggering the animation (increasing scale of rawImage circles) through an anim bool variable that changes based on the CursorHotspot script below, attached to the "Canim" object. Red circles if the inven…
  • ok, one last thing, with the risk of this being a Unity question and not "UI cursor component" question. All of the above works, but the Circle animation is rendered on top of the inventory item graphic. How do I get the circle animation b…
  • Yep!! Works fine. I made a panel object between the Prefab root and the raw image/images and set this panel as the "Rect Transform to Position". I also added a blank Raw Image to the panel and set this as the "Cursor Raw Image" i…
  • Ok, thanks! I thought I was close, but I cannot get the Unity UI cursor to move. I've made a Cursor prefab (CursorHotspot) with 3animated circles and 1 inventory item image. Cursor Setings, Cursor Prefab Inspector : https://imgur.com/a/Gfp39sl I…
  • Thanks, yes, now now Gather Text works flawlessly. For the events, all events work fine and I haven't encountered any errors or strange things...
  • Here it is: #if UNITY_2019_4_OR_NEWER if (settingsManager.events != null) { foreach (EventBase _event in settingsManager.events) { SmartAddAsset (_event.Acti…
  • Thanks. I finally got this to work by changing the code to: if (displayMenuOn) { PlayerMenus.GetMenuWithName("DisplayStand").RuntimeCanvas.gameObject.SetActive(true); }
  • It was put in the root of the UI object public class SetScreenshotCam : MonoBehaviour{ Canvas myCanvas; public Camera screenShotCam; public Camera mainCam; void OnEnable() { myCanvas = GetComponent<Canvas>(); myCan…
  • Thanks. Ok, this sets the Plane Distance so that one is good. The canvas still doesn't show in the Screeshot Cam though. All the child objects as well in the UI prefab are on the "Visible in screenshots" layer. What I tried: * Small scri…
  • Here are some screenshots: https://imgur.com/a/mbF8Ro2 The main camera is automatically assigned, but the plane distance is set to 100 so the UI is hidden behind scene items far outside. When I set the Plane Distance close to the camera, i.e. 0.15…
  • Here are some inspectors and a video of what happens: https://imgur.com/a/m604c20 Please note the Global Variable "Iwa Room Puzzle". It will change to "1" in the correct position, the "+", and stay at "0" wh…
  • AC 1.81.2, Unity 2022.3.3 5f1 Thanks. Unfortunately it doesn't work. What I did, all in runtime: * copied the settings from MainCamera to child-ScreenshotCam (FOV, Clipping Planes, viewportRect etc.) * Changed the "DisplayStand" UI from …
  • Thanks a lot for this. I couldn't get the coroutine working so I have a child-Camera to the main camera that outputs to render texture, using this for save-screenshots as well. This works to a point, but now I cannot get any UI to show up in the scr…
  • Sorry to hijack an old thread. I want to take a screenshot with any menus (except "DisplayStand", UnityUI) showing so I'm trying to * Check if "DisplayStand" is on * Backup all menus with PreScreenshotBackup * Turn back on "…
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