@gamingislove ahh that explains it - so both that and my button were calling it which caused it to go haywire. I should unpack the source some day and take a peek but ORK runs just fine and I wouldn’t care to mess with it. Everything else I needed …
@gamingislove - got it, it works! Appreciate it! Finally have an animated chest and loot. Through item collector as a child on my chest prefab and then started item collector via openChest schematic - just didn’t spawn any prefab for the item but…
Ok we are on the same page @gamingislove - I removed the Button Component and added my new.UI Button - again the part that is strange..
If I left my new UI Button and the ORK UI Button Input Component on and checked, it would cause my New UI button…
Hey @gamingislove - oh for sure, you can’t have both, only one or the other as Unity wouldn’t allow it (in regards to the Unity button component vs derived) as my script is indeed a derived class of it now called UI Button.
What I’m asking about is…
If I understand right, you want something to launch (or execute) those schematics you have.
- this is where all the different Machines the framework has come into play. For example, you could put an Interaction Machine on a game object in your sce…
@Scyra So after a lifetime of mehhh, I fixed it. Well kinda, definitely need @gamingislove to fill me on what I did hahaha - And im just baffled by how I can overthink things. So when you create a button (Makinom - UIBox - Input Button - Choice… i…
That’s a good point. I started with a ton of base assets to speed things up, and then iterate from there what I need through Blender or Maya - little more comfortable there.
I’m looking to do something like this with snow:
But to your point, …
Thanks @Scyra and @gamingislove - seems the issue is with Update(). As when the script calls to Play() the tween when a button is Selected (OnSelect eventdata) - it’s getting hammered through update so many times (999+ debug logs on it in seconds) t…
@gamingislove — I submit, and begging for guidance here, so bare with me while I explain. Use 3D RPG Playground as the full setup here as they are identical.
My goal is to simply make the Choice Input Button tween a gradient On Selection. So if y…
@Scyra - right!!? I swear it’s what looks to be the simplest of things - and it turns out to be a nightmare. I really should just stop, and create a good design doc but I feel like I’m wasting precious time even doing that. I plan on doing one at…
@gamingislove - found my issue. I need the EventSystem to launch for my Tween setup, but I noticed under the hierarchy during gameplay, under the dontdestroy that Makinom disables mine it place of its own, causing an error as my tween system needs …
@Wrofir - thanks! It’s a inspired by a mashup of final fantasy and fan art I’ve seen out there. That selection gradient is what I’m working on right now - as I’m trying to tween it with a transparent gradient with a soft glow of its center to give…
Ok cool - that’s where I was running into an issue and found stuff in the Unity manual. OnSelected is a protected class and my script wasn’t playing well with how I was deriving it. I did try using UIButton I think, but I ran into it losing its te…
So when you did the dialog, is your schematic adding the skill to your combatant? If the only issue is displaying elements of the new ability or skill, I bet a UI shortcut is the way to go. Are you using cards like your example? I’d make a prefab…
@gamingislove - I think where I’m running into an issue is the script affects the button and works - but it causes all of my buttons to tween the gradient, so they all mirror what I only want to happen with the selected button. I use the Sprite Swa…