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Post by sjl on Jan 23, 2020 0:37:15 GMT
Was you able to get it to show in a game build? I was able to get it to show in the main menu in build but not the pause menu... yes, i got it to show in the pause menu (in build). in the UIController script add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
*add those lines after line 78 of the UIController script. so they will be on line 79 and 80 respectively. this will make the cursor show up and move when u press escape to open the pause menu. to hide the cursor again when you press resume or escape add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
* add those lines after line 116 of the UIController script so they will be on line 117 and 118 respectively.
the same lines of code also apply on the save script (savegametrigger) add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
add that after line 70 of the samegametrigger script so they will be on line 71 and 72. this will unlock the cursor and allow it to move when you enter the save game trigger.
however to hide the cursor when you press back in the save game window you need to add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
*to the savegameui sript after line 117.
i dont use the end pot trigger so i never checked it out but im sure the same lines of code apply.
Thanks man! I think your statement on the save ui is the part I may have missed I'll check it out once I get off work...
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Post by gubwe on Jan 23, 2020 1:46:12 GMT
yes, i got it to show in the pause menu (in build). in the UIController script add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
*add those lines after line 78 of the UIController script. so they will be on line 79 and 80 respectively. this will make the cursor show up and move when u press escape to open the pause menu. to hide the cursor again when you press resume or escape add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
* add those lines after line 116 of the UIController script so they will be on line 117 and 118 respectively.
the same lines of code also apply on the save script (savegametrigger) add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
add that after line 70 of the samegametrigger script so they will be on line 71 and 72. this will unlock the cursor and allow it to move when you enter the save game trigger.
however to hide the cursor when you press back in the save game window you need to add:
Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false;
*to the savegameui sript after line 117.
i dont use the end pot trigger so i never checked it out but im sure the same lines of code apply.
Thanks man! I think your statement on the save ui is the part I may have missed I'll check it out once I get off work... hie again, im not sure i understand what you mean. sorry for the late replies, we are in different timezones so there might be a delay in my responses but i will respond
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Post by sjl on Jan 23, 2020 3:09:00 GMT
Thanks man! I think your statement on the save ui is the part I may have missed I'll check it out once I get off work... hie again, im not sure i understand what you mean. sorry for the late replies, we are in different timezones so there might be a delay in my responses but i will respond It's ok I mean the lines in the save ui I may have missed when locking unlocking the cursor as my issue was when editor worked fine in the build only worked in the main menu due to no Invector inventory controller in scene but in the pause menu in the build it would clash with INVECTOR TEMPLATE not making the cursor visible but unlocked... So your statement on the save ui maybe where I missed adding the lines... So I will check on it when I get off work ( nightshift)
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Post by gubwe on Jan 23, 2020 22:54:05 GMT
hie again, im not sure i understand what you mean. sorry for the late replies, we are in different timezones so there might be a delay in my responses but i will respond It's ok I mean the lines in the save ui I may have missed when locking unlocking the cursor as my issue was when editor worked fine in the build only worked in the main menu due to no Invector inventory controller in scene but in the pause menu in the build it would clash with INVECTOR TEMPLATE not making the cursor visible but unlocked... So your statement on the save ui maybe where I missed adding the lines... So I will check on it when I get off work ( nightshift) oh okay cool. wll it's almost 1am this side so im ogff to bed. all the best
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Post by axbaby123 on Jan 28, 2020 6:04:02 GMT
How I made Easy main Menu to work if Pause button\Pointer is not working correctly the Non Coder Way.
in your Hierarchy Click on Gameplay UI or it may be called EMM...... (forgot what it's called) In the Inspector look at UI Controller and look for "Pause Game and UI Events". Add these to Pause Game and UI Events OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Showcursor then tick the box OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Lockcursor then tick the box THEN ADD OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Showcursor then Do Not tick the box OnPause () drag your player controller into the Runtime box and to the right choose vshootermelleInput Lockcursor then Do Not tick the box It's late but I can clarify tomorrow but this should work. Pixel Crusher (Dialogue System or Quest Machine) has a really good Invector Intergration and it works with EMM. Quest Machine Input Manager is Way Better an also adds a pause script to it's Invector Chararater Demo Scene. I ended up not needing Quest Machine "$35" but it handles Pause WAY better then what I showed You above. I have EMM working Perfectly in 2019.3.3 and I spent many nights and tears getting it that way. I ended up only needing it for Easy's Main Menu and Gameplay UI for Scene Changes, I disabled "unticked" all of Gameplay UI functions except Load Game manager and use Pixel Crushers Extra Save Menu Link: www.pixelcrushers.com/dialogue-system-extras/#frameworks tied to Escape key and added 12 Save Slots and No EMM Save function. (that eliminated Escape Key Conflicts with EMM and Dialogue Machine or Quest Machine). I wanted the Escape Key and I ended up needing Quest Machine or Dialogue System for another Key conflict. I Will never actually use Dialogue System or Quests but the Invector intergration saved my ass. Anyway, let me know if You need more help. Tried Custom scripts but the Pause on and off was problematic. What You see in the video required Easy Main Menu, Pixel Crushers Dialogue Manager and their "Extras" Menu System in the Main Menu Hierarchy and JUST GamePlay UI "with everything disabled except Load Game manager in Every Scene. Change Menu System default Cancel button for Pause to Escape. Easy Main Menu's "Gameplay UI won't know I hit Escape since it no longer controls Pause for me." I needed pixel Crushers Dialogue System with Invector Integration to get Change Scene Portal working "green box in my video". I comes with EMMScenePortal.cs which handles changing scene and uses Easy Main Menu's Loading Screen between scenes. Did not need Quest System but if I have any snags with UI and Pause again I will use it, it has a gagillion other Event drag and drop functions I could use for audio, UI's,save load plus it's intended purpose. The Pros would find an easier way but I can't even code "Hello World". Made a video of Easy Main Menu and Invector Pixel Crushers integration and their "Extra" Save Menu. I need to Beautify the Save Load Menu then add it to my game. Youtube Video of my edited Easy Main Menu with Pixel Crushers Invector Demo Scene
Easy main Menu
I got rid of Easy Main Menu HAPPILY and found an easier and better way with Space Main Menu, Dialogue System and their Extra's Dialogue System Menu Framework. Video of Quick Test Scene with InVector 2.5.3, Dialogue System's load save options system and scene change system.
Fugly video
R
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Post by y2splashy on Apr 17, 2020 16:36:47 GMT
hey,
can anyone help me out with how to integrate easy main menu this invector first person camera addon from proboards, because the pause menu in the game with fps mode does not work, ithink it is to do with the Ui or Canvas but can someone please help me out on this one,
thanks really appreciate it.
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Post by axbaby123 on Apr 23, 2020 22:19:16 GMT
Easy Main Menu and First person Add-on works fine together. I disabled the Easy main Menu Camera "UI".
The UI camera and FPS Add-on did not get along together in my tests but as I recall the UI camera just needed to be re positioned.
I ended up scrapping Easy Main Menu. A month of jerking around trying to fix a broken asset no longer supported by it's author made upgrading Unity and Invector in the future questionable. I did have it working great but all the band aids annoyed me and came up with a better Main Menu solution.
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Post by gubwe on May 5, 2020 23:09:18 GMT
yah the asset is giving me problems also. maybe i did something wrong but i noticed that once i saved and loaded the saved scene my character can die but the scene dosent restart
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eldv
Junior vMember
Posts: 47
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Post by eldv on Sept 15, 2020 7:13:17 GMT
yah the asset is giving me problems also. maybe i did something wrong but i noticed that once i saved and loaded the saved scene my character can die but the scene dosent restart Are you getting any errors in the console when this happens? I bought PixelCrusher’s Dialogue System. So I’m using that for saving. It integrates beautifully with both Invector and EMM. The player stats and inventory all save and persist between scenes. On top of that, the PC customer service is stellar. Responsive and helped a great deal in integrating all three as painlessly as possible. Just be aware that even with PixelCrushers, vGameController will need some pretty big modifications in order to get saving loading and persistent data to work properly. Respawning is hard coded and has to be overridden before it will all work properly. This was a major hurdle they helped me implement and now it’s working the way I need it to.
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Post by axbaby123 on Sept 15, 2020 21:03:25 GMT
I still have a problem with Dialogue System and Invector 2.53 Saving and equipping my weapons. I never had a problem with the older Invectors and Pixel Crushers, Invector 2.53 seems to be a bit more complicated for Integrations I assume because of the new Inventory.
Dialogue System or Quest Machine are all You need for scene changes, scene transition, saving stats, position, inventory and Plus using their Extras Main Menu Link: www.pixelcrushers.com/dialogue-system-extras/#frameworks for it's Main Menu with Loading, Saving "as many slots as You want with 10 minutes of editing mostly copy/paste", Options, Quit. Modify the buttons, background etc to suit your project. I no longer need my Main Menu using EMM or other my Main Menu using Space Main Menu, I now use Dialogue System Only to replace them and it's simpler and better and always updated. You will need to learn how to Lock Cursor and Show Cursor with DS or QM but there is a simple solution.
I saw your conversation eldv on the forum about death and respawning only, I will look into the changes they suggested.
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Post by Frosted Brain on Dec 5, 2020 13:02:15 GMT
I still have a problem with Dialogue System and Invector 2.53 Saving and equipping my weapons. I never had a problem with the older Invectors and Pixel Crushers, Invector 2.53 seems to be a bit more complicated for Integrations I assume because of the new Inventory.
Dialogue System or Quest Machine are all You need for scene changes, scene transition, saving stats, position, inventory and Plus using their Extras Main Menu Link: www.pixelcrushers.com/dialogue-system-extras/#frameworks for it's Main Menu with Loading, Saving "as many slots as You want with 10 minutes of editing mostly copy/paste", Options, Quit. Modify the buttons, background etc to suit your project. I no longer need my Main Menu using EMM or other my Main Menu using Space Main Menu, I now use Dialogue System Only to replace them and it's simpler and better and always updated. You will need to learn how to Lock Cursor and Show Cursor with DS or QM but there is a simple solution.
I saw your conversation eldv on the forum about death and respawning only, I will look into the changes they suggested.
Awesome just came here looking for something like this. What is the simple solutionn for Lock and Show Cursor with DS
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Post by axbaby123 on Dec 5, 2020 18:58:11 GMT
Add these to problem Pause Game and UI Events if available
--Pause
() drag your player controller into the Runtime box and to the right choose vshootermelleInput Showcursor then tick the box () drag your player controller into the Runtime box and to the right choose vshootermelleInput Lockcursor then tick the box
THEN ADD for --UnPause
()drag your player controller into the Runtime box and to the right choose vshootermelleInput Showcursor then Do Not tick the box () drag your player controller into the Runtime box and to the right choose vshootermelleInput Lockcursor then Do Not tick the box
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Post by Samartha Sharma pro on Dec 10, 2021 14:02:18 GMT
Hello GUYS i have buyed easy main menu from store in gameplay ui script ui controller i have changed the script but cursor is same as it is can someone provide me ui controller script properly written code in dropbox i will be very thankfull regards samartha
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Post by tsotne on Aug 25, 2022 19:28:31 GMT
Assets\EasyMainMenu\EMM Integrations\Invector Integration\Invector Integration\EndScreen.cs(43,30): error CS0246: The type or namespace name 'vMeleeCombatInput' could not be found (are you missing a using directive or an assembly reference?)
Assets\EasyMainMenu\EMM Integrations\Invector Integration\Invector Integration\EndScreen.cs(44,30): error CS0246: The type or namespace name 'vMeleeCombatInput' could not be found (are you missing a using directive or an assembly reference?)
Assets\EasyMainMenu\EMM Integrations\Invector Integration\Invector Integration\EndScreen.cs(45,30): error CS0246: The type or namespace name 'vThirdPersonController' could not be found (are you missing a using directive or an assembly reference?)
can someone help me with this erroes? and pause menu doesn'twork when i press esc pause menu comes up but mouse doesn't show up and buttons wont work
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Post by Samartha Sharma pro on Aug 30, 2022 12:45:24 GMT
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