![]() ![]() CompoundElements.ActionButton:OnPointerEnter(PointerEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:160) (UnityEngine.GameObject target, eventData, +EventFunction`1 functor) (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages//Runtime/EventSystem/ExecuteEvents.cs:261) ( handler, eventData) (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages//Runtime/EventSystem/ExecuteEvents.cs:106) ( eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlot.cs:103) ( eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:255) Item.ItemViewSlotsContainerBase+c_Displa圜lass63_0.b_1 () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:205) (.Item.ItemViewSlotEventData slotEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Menus/Shop/ShopMenu.cs:310) PotentialQuotientFor (圜ollection amount) (at Assets/Opsive/UltimateInventorySystem/Scripts/Exchange/CurrencyOwner.cs:108) 圜ollection.PotentialQuotientFor (圜ollection other) (at Assets/Opsive/UltimateInventorySystem/Scripts/Exchange/Currenc圜ollection.cs:1313) NullReferenceException: Object reference not set to an instance of an object specifically it says (sorry it's long and I feel awful posting it but I can't find what instance or object it's referring to!): Or maybe it's the other way around and this is the issue altogether. So I am hoping by resolving the first part will tie that one up because it seems to be working fine using a keyboard or auto interact. Strangely enough, I also get a weird error involving what looks like is an InControl issue which only comes up if I A) use the controller to instigate the shop and B) Don't use Auto Interact". If I hit back/cancel it reverts to working fine quick enough but obviously looks and feels quite rough around the edges. (question 2.)Ģ) When I open a shop not using "Auto Interact", which unfortunately really doesn't work for my game it will open the menu but already have the first item on the list, up to the quantity selection selected. In the docs I got the hint it was saying by doing it on my player input that should work? I have "Disable Cursor" selected and it works fine for my UCC on game launch and everything else but if I open the inventory or a shop the cursor always comes up. I have a couple of questions that I will inevitably need to tend to though to smoothen the integration.ġ) Is there a way to disable to mouse cursor pop up when opening menus? Or have I missed something in a component? Hopefully, this one is pretty easy. If you know your way around code, converting existing scripts to use InControl should be very easy, and I am more than happy to assist with any technical questions or support issues you may have.I have a lovely little inventory system going on and in general, it all works very well with controller support. That said, InControl has a simple API that will make getting cross platform controller support into your game much, much easier. This is a C# asset intended for use in C#. InControl is known to work with JavaScript / UnityScript, but no guarantee or thought is given to such compatibility.I will not convert other assets to use InControl for you. They will require some simple modification by you. InControl will not work out-of-the-box with other plugins and scripts in the Asset Store.The point is, after all, to improve things. It is certainly not a drop in replacement for Unity's Input class. ![]() While there are a few editor shortcuts to help you get set up, it requires actual code to use. In order to avoid misunderstandings, I would like to be upfront about the following points: This price tends to increase every few versions as major features are added. InControl is currently sold through the Unity Asset Store and is priced at US $40.
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