I'm using the new ui. Actually, all I did was take the sample (new ui) prefabs, and swap out the images, and tried to align them. No hurry though, I switched to relative and it's much easier to line things up.
When using the "New Gui", the choice buttons are ignoring the "Text Alignment" field.
The text in the button is always created aligned to the left, regardless of the values selected in the "Choice Settings" for the GUI Box.
I have set every param…
This looks really nice. Is there the possibility to dynamically generate the grid into the scene, and remove cells that are blocked or contain something?
Kalamona has some good effects also - for general magic/healing etc. Depending on your art direction, these may work for you:
https://www.assetstore.unity3d.com/en/#!/content/3903
Haven't had any issues with Yosemite, Unity 5 or ORK 2.40 running together. Honestly seems like not much of an upgrade. They made the interface flat-looking, and that's about all you notice. :)
After upgrading to Unity 5, I seem to get this error after running the game, stopping it and returning to the editor:
Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load obj…
@Catacomber
Do you have any DLL's added to your project?
Have you modified the solution in Monodevelop and added references to a different Unity version?
Thanks! - that works if I do the math inside the event:
TransformToVariable (Set Rotation)
RotateTo
ShowDialog
TransformToVariable (Sub Rotation)
Change Rotation
Just an FYI - I get UI issues too when it's maximized, but only sometimes. Sometimes it's not there at all. Sometimes rectangular portions of the UI are clipped out. Seems like some sort of zbuffer error. I'll take a screenshot next time it happens.
Of course, the answer was easy if I went back through the tutorials. There is no need to turn on automatic move animation -- I simply needed to manually play the animations in the "runToTarget" and "runToBase" events.
I do set blocking player control off in battle. Unfortunately that doesn't turn Mecanim itself off. :)
The second option worked perfect. What I did was add a function to my controller code to clear all the movement parameters, did a search for "play…
Got it working - if anyone is interested, selecting "type=Starting Object" on the chest actor was the problem. It works if instead, type is "object", and "Event object" is selected. Not sure the difference... :)
This is what I have tried.
I set the "Item collector" start type to "none".
I added an "event interaction" component to the chest.
I created a Game Event in the event editor, and added 2 actors to it.
Actor 0 is the player.
Actor 1 is the Starti…
Sure -
under "Base Settings" I've set the GUI System Type to "New UI", and changed the default font to "nyala".
Under "Default GUI Skins", i've used the prefabs that came with the sample pieces. I've changed the image on them to use different im…