Recent content by filod

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    How to limit total stack amount ?

    ah, just miss DynamicInventorySize , thank you!
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    How to limit total stack amount ?

    let's say, i have multiple ItemConnections like this: my main inventory grid size is 8*4 =32, so i would like to restrict some of my Collections total stack amount limit to be 32, how can i achive this ?
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    What's the proper way to Set/UnSet PanelOwner?

    Ah , that's a great suggestion, i destroy it just because it's convenient. The bug may rooted in ItemUser&UnityInputSystem? or maybe just hotbar issue? i do found that HotBar is bounded to inventory (the items can be seen), but i can not interact it with input, and then when open MainMenu...
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    What's the proper way to Set/UnSet PanelOwner?

    as the title suggests, if my character dies, then i need destroy the character and respawn it, my assumption is call `InventoryCanvasPanelManager.SetPanelOwner` when after new character spawn. but i found that `ItemHotbar` won't bound/unbound inventory automatically, after open the UI menu, it...
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    Minecraft / Core Keeper furnace like crafter

    let's say my need is store Ingredients/Fuels into a furnace, then the furnace automatic craft the results, solution 1: use different 3 inventory ItemCollections on furnace, write a custom `FurnaceMenu` ui, and 3 custom `ItemViewSlotsContainer`(or 1*1 InventoryGrid with filter?) to handle Item...
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    Serilization issue when integrate UIS into DOTS project.

    i believe it's a bug on unity side, ecs can not handle Cyclic depencies in Opsive's `Serilization` class. at last i stop using subscene workflow with UIS, and authoring ECS at runtime, right now it works fine. thanks any way.
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    Serilization issue when integrate UIS into DOTS project.

    I'm tring to use UIS in a hybrid way that bake data into Entities , then reconstruct it in ECS world at runtime. but i found that UIS use a custom Serialization solution (which source code is not provided) will cause unity crash (cyclic deps maybe) , so i'm wondering is there any workaround to...
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    Behavior Designer 2 Status Update?

    hey, how's the update on this?
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    Flying Add-on

    simple aero dynamics integration ?
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    [bug] Can not save override variable value.

    things even getting worse, it won't update my changes on external behavior
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    [bug] Can not save override variable value.

    see video above. it alway copy external behavior values back to my gameobject(or prefab), it make "variable" pointless, why this huge bug even exist?
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    [Bug] MagicItem wont stop when using continous use type.

    that's very easy to repro, just drag your demo scene ParticleStream to a prefab, then hit play!(make sure you are inspecting the prefab)
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    [Bug] MagicItem wont stop when using continous use type.

    ArgumentNullException: Value cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <7b935204f5ff4bcab44b3b0ebca330bf>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at...
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    [Bug] MagicItem wont stop when using continous use type.

    Also i want to point out that in Behavior Designer integration's StartStopUse task, i change StartStopUse.cs:116 to to actually stop magicitem (and also TryStopAbility would return false), don't know why, but this change works.
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    [Bug] MagicItem wont stop when using continous use type.

    Okay, i may found where the issue is, i manage to 1. use AnimatorUseComplete event rather than UseComplete delay to control the timing, 2. because a continuous magicitem can not auto stop like a melee weapon does, i have to manualy stop use ability by ButtonUp StopType. btw, i was trapped in...
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