gamingislove said: Generally, the drag requires the box to be clickable
This is the issue. If it's just a Content Box Prefab with New UI, it's not clickable. I can attach custom script to move it but if the GUI Content Box is part of a Menu Screen t…
Thanks, that really helped.
One minor thing, I have few sounds set up in Menus->Menu Settings->Default Audio Settings also few Notifications across ORK. These sounds ignore my Audio Mixer settings.
It's in the 'DontDestroyOnLoad/_ORK' Audio…
Shortcut HUD...that's really cute, but let's say you want a simple Menu UI with custom icons and hovering over them shows what type of menu it is. Not based off some combatant :) I find the Inventory Menu tooltip and spawning a GUI box with fake inv…
God bless you and your work man! Big thanks!
EDIT: Though I'm still getting this error after saving the script:
SetORKSoundChannel.cs(13,13): error CS1061: Type `UnityEngine.AudioSource' does not contain a definition for `GetSoundChannel' and no e…
I've had inventory menu representing icons as HUD due to tooltips opened and didn't realized that.
Closed it before the loading happened and worked fine. Thanks!
Hmm, I have no idea where to put it, as in a plain script it's giving me errors (I'm not a coder) sorry ... trying to understand.
The default ORK sound channel index is 0, right? So how do I put that in a script. I think I should define the mixer g…
Sorry, 2.28.0 I meant. Hhere is the proof
Picture taken from 2.28.0 showing when you click Own Currency Settings, this is what you should get
https://ibb.co/dJ5ptZL
But after you update (yes I'm on 2.30.2 and before tried also 2.28.1) you get this…
Dear god, thanks! That was the issue. My game uses time and looks like I turned project off in paused time. Christ, how did you know, I would never guess this :D
I found out, that when I remove t he 'Fade In' 'Fade Out' features in 'Load Scene' node it will load the scenes, assume it skips the scene changer.
But my Interaction Machine components stopped playing animations and Collider Machines don't work. I…
You're right! After I've created new GUI box, I've wanted to make new HUD to test stuff and forgot about it, how stupid I can be ffs!
For future reference, is there a way that ORK Canvas can display whether that layer is from HUD or Menu Screen? :)…
Sent you project asset. No need for anything, as the main menu has only ORK game starter with auto call enabled.
You the check the ORK Canvases in game, Layer 2-Higher Layer, there are 2 menu canvases.
You can use any button and content box UI yo…
Of course it's not possible, because it doesn't normally happens. I'm using 2.28.1. only for a month and it happened just now! There is only one project asset, backups contain same stuff.
Oh well, will try to re-import everything to new unity proj…
I'm not stupid, already said that only tested it with both options to see what happens.
Even when I choose different GUI box for 'Main Menu' -> 'Menu Options' gui box, that old one is magically appearing there. And it's not doing in new project,…
I'm not using the recipe system, because it doesn't meet my demands. I have an event that at certain amount of crafting time value just "Add To Inventory" the item.
And I've set up 'Quality' float variable with random amount 50-100, but can't see …
Asset Bundles
Fixed an issue where using ‘Load From Memory’ didn’t work.
Can you please describe that? Does this concern the asset bundles issue on iOS? Or was there different issue?
Well, that's actually a huge addition...so all HUD/Menu textures, buttons, New UI pictures, basically whole project will have to be in asset bundles?
What about Events (interaction, autostart) included in prefabs?
Thing is, prefabs and materials d…