kano
Junior vMember
Posts: 40
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Post by kano on Jul 18, 2017 14:26:34 GMT
@invector sickscore Actually yeah, it is actually generic weapon wheel like GTA 5, ignore me I spent too much time on asset store lol. Also Invector thanks for mention Max Payne, that game is actually big inspiration behind what I want to do using your controller.
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Post by Invector on Jul 18, 2017 15:12:36 GMT
@invector sickscore Actually yeah, it is actually generic weapon wheel like GTA 5, ignore me I spent too much time on asset store lol. Also Invector thanks for mention Max Payne, that game is actually big inspiration behind what I want to do using your controller. Max Payne 1 is definitelly one of my favorite childhood memories , can't wait to see what you're working on
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Post by farhez666 on Jul 21, 2017 10:07:17 GMT
getting this error Assets/Sickscore/InventoryWheel/Editor/Windows/InventoryWheelCreator.cs(98,25): error CS1501: No overload for method `Instantiate' takes `4' arguments
using unity 5.3.4
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Post by sickscore on Jul 21, 2017 11:47:04 GMT
getting this error Assets/Sickscore/InventoryWheel/Editor/Windows/InventoryWheelCreator.cs(98,25): error CS1501: No overload for method `Instantiate' takes `4' arguments using unity 5.3.4
Right, 5.3 doesn't have the parent parameter in the Instantiate method yet. Just remove the last parameter (null). If this doesn't work, just replace the instantiate line with: GameObject go = Instantiate (InventoryWheelPrefab, Vector3.zero, Quaternion.identity, null) as GameObject; go.transform.SetParent (null); Geers, sickscore
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Post by farhez666 on Jul 21, 2017 12:40:14 GMT
yes it worked. just deleted the null and error whoosh.
Thanks
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Post by farhez666 on Jul 21, 2017 12:46:59 GMT
hmm weird, the prefabs looks broken in my end.
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Post by sickscore on Jul 21, 2017 13:03:56 GMT
hmm weird, the prefabs looks broken in my end. Screenshot?
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Post by farhez666 on Jul 21, 2017 13:09:11 GMT
here is the screenshot.
and if i put this i get arguments error
GameObject go = Instantiate (InventoryWheelPrefab, Vector3.zero, Quaternion.identity, null) as GameObject; go.transform.SetParent (null);
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Post by sickscore on Jul 21, 2017 13:37:42 GMT
here is the screenshot.
and if i put this i get arguments error
GameObject go = Instantiate (InventoryWheelPrefab, Vector3.zero, Quaternion.identity, null) as GameObject; go.transform.SetParent (null);
My fault, forgot to delete the null parameter in the instantiate method ;) But I don't understand, why these assets are not showing up correctly. These are just regular prefabs. Let me check this later, when I have access to my dev environment. Geers, sickscore
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Post by farhez666 on Jul 21, 2017 13:58:49 GMT
ok take your time.
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Post by Invector on Jul 21, 2017 14:49:43 GMT
I can't import pretty much any prefab from 5.6 to 5.3.4, they all broke, even simple meshes I recomend you to update your Unity version farhez666, soon it will be difficult to use 5.5 or below
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Post by tharindu on Jul 21, 2017 14:56:05 GMT
I can't import pretty much any prefab from 5.6 to 5.3.4, they all broke, even simple meshes I recomend you to update your Unity version farhez666 , soon it will be difficult to use 5.5 or below I completely agree. I moved from 5.3.4 to 5.5 for the above reasons and pretty soon I am going to move straight to 2017.1
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Post by farhez666 on Jul 21, 2017 17:14:46 GMT
ok so thats what the problem is ?
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Post by farhez666 on Jul 21, 2017 17:18:26 GMT
and it would be very helpful if the op post the unity version they used to build this awesomeness.
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Post by sickscore on Jul 21, 2017 18:40:52 GMT
I use Unity 5.5 to develop all my addons to support lower versions aswell. In my opinion it's not worth to develop below 5.5.
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