I managed to fix it by changing line 676 in the MenuInventoryBox code from:
if (uiSlots[i].uiButton && uiSlots[i].uiButton == gameObject)
to:
if (uiSlots[i].uiButton && uiSlots[i].uiButton.gameObject == gameObject)
Thank you for your lightning fast response. I might be doing something wrong here. The slot index is always -1. To confirm, this is supposed to be applied to the btnSlots inside the Container Grid right?
Here is an image of the hierarchy: https://im…
Also, I believe this should be implemented built-in because I imagine this should be a pretty common use-case (unless there is a built-in way and I'm just dumb to see it). So maybe in the future? 🤞
I don't have an animator, I did manage to fix it tho, I used facing directions -> None and not sure how else really I just tweaked and tweaked 🤷♂️
Also, I am not sure how to set a Jump animation using the AnimEngine_Spine flow. There is no Bool…
Wanna share my thanks too. 6 years ago, I got my first job creating Escape games using Adventure Creator. I am not in that job anymore but I am now planning to go work part-time indie and this is what I plan to use on my adventure/mystery games :)
Nevermind, I built the game and see that the issue I was facing was only remaining in the editor. (The cutscenes and hotspots would remove the system cursor and display their cursors)
Hello, this is an old thread but can I ask how I can reenable the previously turned off arrow prompt? Or generically toggle them on and off? activearrows.turnoff and turnon after a while doesn't seem to work. Thanks
Just to let others know, my first solution was to change the second parameter of the SetFont function in MenuInventoryBox.cs, 50 was a reasonable enough size for me. The suggested solution didn't work as my inventory boxes didn't have any text compo…
It works, but I was just getting too lazy to specifically remove the arrow prompt possibly open there, because it would mean adding the action to all scenes available (the game includes 20 scenes) which would mean a very big branch for an action lis…
My question was kind of silly as it does get answered with your answer correctly, I can't put it to the right words. XD I'll just find a way myself. Thanks though.
Nevermind I got it, it's human error, my scripting skills are low. I forgot to declare the selected index's variable to public. I'm sorry for this noob error, please delete this. I was creating a custom action list that checks the object's rotation.…