Machal

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Machal
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  • Thanks for honest reply :)
  • Ok, I've realized, that I'm just dumb and had an equip event in the equipment, while I was equipping it through an event from the inventory button using the Select UI input context. Sigh
  • Nevermind, found out that the rect transform of my render texture should have been 1x1, because my camera render texture was set to 1920x1080 already. So it is multiplying the textures, for some reason. Nasty stuff.
  • Alright, thanks for explaining.
  • Yes, 'Only Leader (Group)' - enabled Limit Value - Int Variable - Global Then in New Game, there is event, where I just set the Int Variable to 6. I've just noticed that I had unticked option 'Update Size By Variables', maybe that was the thing.
  • Yeah, in that case triggering preview state from selected data might do the trick. But since it is a button with an event 'Change equipment' node, I don't know how would I make it work to show preview on first click and then equip it on second. Tha…
  • Yes, thanks, know about that. But I was referring to equipping items with custom status values on a combatant, so very simple 'value' change from the previous value to new value. The Status value -> Value settings have text codes that has #cha…
  • Yes. And by 'combatant' it is a Combatant menu with HUD as additional content that represents an Equipment slot.
  • HUD Tooltip component is located in the Status Value object which is child of the HUD gameobject. HUD Tooltip content provider is that HUD Status Value (Content Provider) component, wouldn't make sense otherwise. If the setup would be wrong, I wou…
  • Ok, lol, regarding the OnPointerEnter, turned out, my tooltip was being displayed mili-mili meter through the cursor hover while also on the object with the script, so it collided together...putting the UI box a bit lower beneath the cursor solved t…
  • gamingislove said: E.g. have an Auto Machine on the button to execute when the button is enabled (i.e. start type Enable) to get the context item from the button and use an UI Toggle to change a Toggle component's state based on the item's variable.…
  • Right, that is probably the thing, but I'm on Unity 2020.3.37 LTS :) Also, using tooltip check only for 'Status value' doesn't actually work on Status values displayed in a HUD attached to UI box as additional content. Only 'no tooltip check' work…
  • Schematic doesn't do anything, it's some Inventory index bug by ORK as it happens before anything and actually ignores the Schematic that should turn it off as it's set to 'Enabled'. And it only does it with the first index.
  • There appears to be some canvas layer issue. Happens on menu screens that are part of higher layer menu screen or attached HUDs directly in the UI box with UI content script. OnPointerEnter registers it properly, turns makinom bool variable which t…
  • Yes, that too but bigger issue is the Unity UI Toggle being always inherited from the first index button for no reason. This kinda blocks the whole point of using it since it will revert it's function if the first button was ON and second is OFF.
  • Works great, thanks, but there is a funny bug. When you have 2 or more items with a bool and it is bound to a Unity UI toggle, when the first one is being removed from inventory by the node Remove from inventory while the UI Toggle is ON, it will c…
  • Works great, one question though :) Can I somehow link the state of attached toggle button to an item variable bool from the button component of an Inventory menu? E.g. my items have 'ForSale' bool variable that sets on or off depending if my item…
  • By 'colors' for UI Color Changer you also mean like Alpha color of the overall UI? For now it works, so I'll just not poke in it. I can't really remember everything I've did in the changes so hard to tell really. But I've hovered mouse cursor over …

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