Thanks GiL!
That makes a lot of sense about the GUI box - that was a total brain fart on my end.
As for the buttons, I do get the button image to change color and/or opacity in the different states (active, inactive, hover, etc) when I use either …
Sorry GiL, I think I'm misunderstanding. The text on the button is a child of the button, right? And the fade child function only works when the button prefab uses color tint, not sprite swap? Neither prefab setting does the trick, and setting the f…
Hey GiL, sorry for the delay. I got caught up in it all for a bit. :) I had a little help working out what was going on, though their expertise is straight C# rather than Unity.
The exception being thrown was this:
Method call failed (tutcall): sta…
Update: it does seem to be a load-order related issue. I'm starting to get results by using different objects (instead of BrownPants) and the Find Object method in a standard Game Event (not the game start or battle start events - yet). Hopefully a …
No problem, thanks for looking at it at all, GiL. :D I can't imagine how many out-of-context snippets you see daily.
I'm going to give some other game objects & events a try, but I do know the function gets called successfully in the Start Even…
Thank you so much for the quick response! I appreciate your bearing with me while I get a handle on everything. :)
I gave your first suggestion a try, and get this alert:
Method call failed (Fungus.Flowchart): ExecuteBlock
Non-static method require…
Additional info:
I'm basing a lot off the ORK game tutorial series. Currently, I have an opening scene that is just a flat plane where BrownPants spawns. If he runs into a cube with this script attached, a Fungus flowchart is called and a dialogue …