Thank you very much for the detailed bug reports, I believe some of them have been fixed in the last two releases. But some are completely new to me. I'll add all of them to my list of TODOs.
Hopefully I'll get them fixed by the next update or the one after that :)
No the MultiItemSetRule is no essential, you didn't miss any tutorial.
All it does is combine multiple rules into one scritpable object so that you can easily reuse it over multiple character if you want to.
My guess is that your rules were not set properly to switch between items.
I'm checking the code but I don't see anything wrong.
Could you send me a screen shot of your ItemSets at runtime? out of curiosity do you have a default ItemSet (we have Body in the demo)?
Also are you scrolling up or down? and is the ItemSet you are trying to scroll to valid?
Do you have an...
Ah sorry I missed that, I was able to replicate it in the demo scene.
Here is a quick fix within the ConfirmCancelPanel.cs until I find a better solution
/// The confirm button was clicked.
protected virtual void ClickedConfirm()
It would seem you don't have the latest integration package.
ObjectFieldWithNestedInspector is now called NestedInspectedObjectField
I'm going to re-export the integration and reupload it just in case the version on the website has somehow reverted to a previous version
I'm not sure what you mean.
Are you perhaps refering to using Canvas Groups with the option to turn thing non-interactable?
I'm not sure if I understand correctly.
But if you mean preventing the player from pressing button in the background when there it a popup. An easy solution is to add a transparent Image to your popup that fills up the entire screen. this should prevent clicks from going through.
Are you using a custom Crafting Menu or are you modifiying the existing code?
If you you are making a custom one you can override
public virtual void DoCraft(int quantity)
Then you should be able to cal your code to audio if there isn't enough ingredients.
if you are modifying the existing...
The code below is the saver meta data I made for the unreleased AdventureKit (I haven't tested it in a few months so things could be different).