nesh88
Junior vMember
Posts: 45
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Post by nesh88 on May 19, 2020 9:36:09 GMT
Hello Invector,
I'm working on a mobile game for Android similar to Tomb Raider. The issue that I'm having is with the inventory.
When I press "I" on my keyboard I'm able to open the inventory and when I press "I" again It closes fine. The moment when I click somewhere in the inventory "I" and "Esc" for back don't work.
This is what happens on my LWRP project. I have tried my scene and all demo scenes behave the same way, both mobile and the standard inventory. in the Inventory_Melee_Mobile Prefab there are missing scripts in the children of InventoryWindow in MainWindow, EquipmentInventory, EquipmentPickerWindow, ItemWindow.
When I try to on URP project, open/close inventory works fine but when I click e.g. on a potion the option panel won't show. It seems like the inventory slot does't work properly in my case.
I really like what you've done with Invector and I plan to buy most of the addons and the one that are coming in future. When do you plan to launch the crafting system and the improved mobile controls/inventory?
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Post by Invector on May 19, 2020 13:12:04 GMT
Did you make a clean import? UDP should work fine on the last update. We receive complaints about the prefab missing scripts, but most users that had this issue was not importing the update correctly. Here is a quick guideline on how to import/update your project: invector.proboards.com/thread/2896/guideline-import-update-invector-assetsWe have plans to release the Mobile version on the next big update and the Crafting Add-on is waiting on approval at the AssetStore ;)
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on May 19, 2020 21:27:43 GMT
Yes, it was a clean import on version 3.13f1. I have also imported the project settings.
When I search in the project for the following, I can't find them in my project.
●InputManager.asset ●TagManager.asset ●DynamicsManager.asset
Do I need to download these additionally?
Thanks for the response!
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Post by Invector on May 21, 2020 13:44:21 GMT
Yes, it was a clean import on version 3.13f1. I have also imported the project settings. When I search in the project for the following, I can't find them in my project. ●InputManager.asset ●TagManager.asset ●DynamicsManager.asset Do I need to download these additionally? Thanks for the response! They are included in the project and you can manually import by going to the menu Invector > Import ProjectSettings
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on May 26, 2020 9:07:39 GMT
Yes, the project settings were imported. However, the inventory still enables and cannot disable. Can you please advice me what potentially can cause this issue? Could it work on phone and not when I try it in Unity? Can I use the standard Inventory (not mobile ver) and adapt it somehow for my mobile game. I guess I need to create a button to open the inventory and one button to close it. Can you briefly advise me about that as well?
Thank you very much for your time and support!
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Post by Invector on May 26, 2020 18:47:45 GMT
The new Inventory doesn't have a mobile version yet, as the mobile demo scenes informs:
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on Jun 23, 2020 10:40:12 GMT
Thanks for your reply, sorry but I was pointing to the desktop version of the inventory. The inventory works fine on mobile so I don't need the mobile version.
The only problem that stays since I started my project is the mobile controls. Buttons are fine but the joystick always stuck and don't move to the initial position. What could possibly cause it?. The mobile controls are enabled as well the two options in the input for unlock/show cursor on start.
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Post by Invector on Jun 23, 2020 14:04:50 GMT
We had this issue about the joystick get stuck when we hit play and maximize the window later, but it doesn't happen if you maximize first It only happens via Editor, in a build it works as expected.
edit* this issue was fixed on version 2.5.3
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on Jun 27, 2020 9:43:42 GMT
Hey, thanks for your reply. The problem with the joystick occurs while playing on mobile, in Unity works fine. Btw FSM template works great so far with generic/humanoid chars.. Thanks for it!
Finally, I have a question about separation of the crafting window(hopefully, I'm missing something small). When I do so, the window opens and I can see the recipes, mats and description. I can start crafting but there is no outcome. I see these errors:
Thank you very much for your time!
1. NullReferenceException: Object reference not set to an instance of an object Invector.vItemManager.vItemsCraftableDisplay+<>c__DisplayClass20_1.<CanCraftItem>b__0 (Invector.vItemManager.vItem _item) (at Assets/Invector-3rdPersonController/Add-ons/Inventory Craft System/Scripts/Inventory/vItemsCraftableDisplay.cs:179) System.Collections.Generic.List`1[T].FindAll (System.Predicate`1[T] match) (at <437ba245d8404784b9fbab9b439ac908>:0) Invector.vItemManager.vItemsCraftableDisplay.CanCraftItem (Invector.vItemManager.vItem item) (at Assets/Invector-3rdPersonController/Add-ons/Inventory Craft System/Scripts/Inventory/vItemsCraftableDisplay.cs:179) Invector.vItemManager.vItemsCraftableDisplay.CheckCanCraft () (at Assets/Invector-3rdPersonController/Add-ons/Inventory Craft System/Scripts/Inventory/vItemsCraftableDisplay.cs:148) Invector.vItemManager.vItemsCraftableDisplay.OnSelectSlot (Invector.vItemManager.vItemSlot slot) (at Assets/Invector-3rdPersonController/Add-ons/Inventory Craft System/Scripts/Inventory/vItemsCraftableDisplay.cs:76) Invector.vItemManager.vItemWindow.OnSelect (Invector.vItemManager.vItemSlot slot) (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vItemWindow.cs:218) Invector.vItemManager.vItemSlot.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at Assets/Invector-3rdPersonController/ItemManager/Scripts/vItemSlot.cs:333) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at D:/Programs/Unity/UnityLatest/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:22) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at D:/Programs/Unity/UnityLatest/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261) UnityEngine.EventSystems.EventSystem:Update() (at D:/Programs/Unity/UnityLatest/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
2. UnityEngine.Events.UnityEvent:Invoke() Invector.vItemManager.<InitTime>d__15:MoveNext() (at Assets/Invector-3rdPersonController/Add-ons/Inventory Craft System/Scripts/ButtonTimer.cs:87) UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on Jul 2, 2020 7:21:51 GMT
Hello, I'm still looking for a way to separate the crafting from the player inventory, and put it to e.g NPC crafter. Every suggestion is highly appreciated.
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Post by Invector on Jul 3, 2020 14:58:51 GMT
I will create an example to open the crafting window as in a standalone way
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on Jul 3, 2020 16:51:33 GMT
Thank you very much!
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on Jul 9, 2020 15:51:46 GMT
Hello,
Thanks for the great update.
I tried the mobile melee and shooter version on my Samsung S9. Everything works fine except the joystick that moves from centre, still works but not on its place. After the character dies the mobile joystick works and it's on its place and does not stuck.
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nesh88
Junior vMember
Posts: 45
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Post by nesh88 on Jul 20, 2020 17:04:43 GMT
I will create an example to open the crafting window as in a standalone way Hello, I have reached a point where I need to implement separate crafting, alchemy, cooking which will all use the same crafting system. The only thing I want to change is different NPCs to offer these services. I really thought that it's easy but I really stuck with this one. It breaks everything. Thanks in advance!
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Post by Invector on Jul 21, 2020 12:37:19 GMT
I will create an example to open the crafting window as in a standalone way Hello, I have reached a point where I need to implement separate crafting, alchemy, cooking which will all use the same crafting system. The only thing I want to change is different NPCs to offer these services. I really thought that it's easy but I really stuck with this one. It breaks everything. Thanks in advance! Basically you can duplicate the Crafting window and use different ItemTypes for each window and activate those windows using the MessageReceiver component ( check the documentation to see how it works)
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