I followed the Inventory Containers tutorial and got an error. I checked all the tutorials.Rework download the UI Prefabs. Still getting an error when I open the menu.
ArgumentException: The Object you want to instantiate is null.
UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) (at :0)
UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) (at :0)
UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent) (at :0)
GamingIsLove.Makinom.UnityInstantiateSetting.Instantiate (UnityEngine.GameObject prefab, UnityEngine.Transform parent) (at :0)
GamingIsLove.Makinom.UnityWrapper.Instantiate (UnityEngine.GameObject prefab, UnityEngine.Transform parent) (at :0)
GamingIsLove.Makinom.Components.UITabButton.CreateFromPrefab (GamingIsLove.Makinom.Components.UIBoxComponent box, UnityEngine.GameObject prefab) (at <75be63ef657b4d40abf452d6950f5f85>:0)
GamingIsLove.Makinom.Components.UITabButton.Create (GamingIsLove.Makinom.UI.UIButtonInputContent content, GamingIsLove.Makinom.Components.UIBoxComponent box, System.Int32 index) (at <75be63ef657b4d40abf452d6950f5f85>:0)
GamingIsLove.Makinom.Components.UIBoxComponent.AddTabButton (System.Int32 index, GamingIsLove.Makinom.UI.UIButtonInputContent content) (at <75be63ef657b4d40abf452d6950f5f85>:0)
GamingIsLove.Makinom.Components.UIBoxComponent.SetTabButtons[T] (System.Collections.Generic.List`1[T] content) (at <75be63ef657b4d40abf452d6950f5f85>:0)
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.ShowItems (System.Boolean openFocused) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.Show () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.Show (GamingIsLove.ORKFramework.UI.MenuScreen s) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.FinishOpening () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.Show (System.Boolean fromOtherScreen) (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.Show () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.Tick () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.ORKFramework.MenuHandler.Tick () (at <6f1b2b7409b84f14a24acdc04828e07b>:0)
GamingIsLove.Makinom.Maki.FireTick () (at :0)
GamingIsLove.Makinom.MakinomHandler.Update () (at :0)
The default/fallback for all UI is set up in UI > UI System in the Default UI Prefabs settings.
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Trying to create a UI box without a selected UI box.
UnityEngine.Debug:LogWarning (object)
GamingIsLove.Makinom.UIBoxSelection:Create ()
GamingIsLove.ORKFramework.UI.CombatantSelectionControl:Show ()
GamingIsLove.ORKFramework.UI.CombatantSelectionControl:ShowUse (GamingIsLove.ORKFramework.IShortcut,GamingIsLove.ORKFramework.UI.ICombatantSelectionOrigin,bool,bool)
GamingIsLove.ORKFramework.UI.CombatantSelectionControl:.ctor (GamingIsLove.ORKFramework.UI.CombatantSelection,GamingIsLove.ORKFramework.IShortcut,GamingIsLove.ORKFramework.UI.ICombatantSelectionOrigin,bool,bool)
GamingIsLove.ORKFramework.UI.CombatantSelection:ShowUse (GamingIsLove.ORKFramework.IShortcut,GamingIsLove.ORKFramework.UI.ICombatantSelectionOrigin,bool,bool)
GamingIsLove.ORKFramework.UI.MenuTargetSelection:Use (GamingIsLove.ORKFramework.IShortcut,GamingIsLove.ORKFramework.UI.ICombatantSelectionOrigin,bool,GamingIsLove.ORKFramework.UI.CombatantSelectionAsset)
GamingIsLove.ORKFramework.ItemShortcut:CallCombatantSelection (GamingIsLove.ORKFramework.UI.ICombatantSelectionOrigin,bool)
GamingIsLove.ORKFramework.UI.UseMenuAction:Use (GamingIsLove.ORKFramework.IShortcut,GamingIsLove.ORKFramework.UI.Parts.BaseMenuPart,GamingIsLove.ORKFramework.UI.SubMenu,bool)
GamingIsLove.ORKFramework.UI.SubMenu:UseBoxCloseAction ()
GamingIsLove.ORKFramework.UI.SubMenu:BoxClosed (GamingIsLove.Makinom.UI.IUIBox)
GamingIsLove.Makinom.Components.UIBoxComponent:DoClosed ()
GamingIsLove.Makinom.Components.UIBoxComponent:Closed ()
GamingIsLove.Makinom.UI.UIStateChange:Use (GamingIsLove.Makinom.BaseWaitForAnim,GamingIsLove.Makinom.Notify,bool)
GamingIsLove.Makinom.Components.UIBoxComponent:DoClose ()
GamingIsLove.Makinom.Components.UIBoxComponent:Close ()
GamingIsLove.ORKFramework.UI.SubMenu:InputAccepted (GamingIsLove.Makinom.UI.IUIBox,int)
GamingIsLove.Makinom.Components.UIBoxComponent:InputAccepted (int)
GamingIsLove.Makinom.Components.UIButtonInput:OnPointerClick (UnityEngine.EventSystems.PointerEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1)
GamingIsLove.Makinom.Components.MakinomInputModule:ProcessMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData)
GamingIsLove.Makinom.Components.MakinomInputModule:ProcessMouseEvent (int)
GamingIsLove.Makinom.Components.MakinomInputModule:ProcessMouseEvent ()
GamingIsLove.Makinom.Components.MakinomInputModule:Process ()
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:530)
The inventory container tutorial builds upon other tutorial series, i.e. it expects those standard things to be set up already (UI prefabs, combatant/quantity selections, etc.).
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