Hello!
I have a lovely little inventory system going on and in general, it all works very well with controller support.
I have a couple of questions that I will inevitably need to tend to though to smoothen the integration.
1) Is there a way to disable to mouse cursor pop up when opening menus? Or have I missed something in a component? Hopefully, this one is pretty easy. In the docs I got the hint it was saying by doing it on my player input that should work? I have "Disable Cursor" selected and it works fine for my UCC on game launch and everything else but if I open the inventory or a shop the cursor always comes up. Otherwise, the controls work okay. Except... (question 2....)
2) When I open a shop not using "Auto Interact", which unfortunately really doesn't work for my game it will open the menu but already have the first item on the list, up to the quantity selection selected. If I hit back/cancel it reverts to working fine quick enough but obviously looks and feels quite rough around the edges. Strangely enough, I also get a weird error involving what looks like is an InControl issue which only comes up if I A) use the controller to instigate the shop and B) Don't use Auto Interact". So I am hoping by resolving the first part will tie that one up because it seems to be working fine using a keyboard or auto interact. Or maybe it's the other way around and this is the issue altogether... specifically it says (sorry it's long and I feel awful posting it but I can't find what instance or object it's referring to!):
Hope you can help!
Cheers for the great asset. After this, I have a really lovely system running.
PS: Ah I have no idea how to not make it do emojies there!! Sorry.....
I have a lovely little inventory system going on and in general, it all works very well with controller support.
I have a couple of questions that I will inevitably need to tend to though to smoothen the integration.
1) Is there a way to disable to mouse cursor pop up when opening menus? Or have I missed something in a component? Hopefully, this one is pretty easy. In the docs I got the hint it was saying by doing it on my player input that should work? I have "Disable Cursor" selected and it works fine for my UCC on game launch and everything else but if I open the inventory or a shop the cursor always comes up. Otherwise, the controls work okay. Except... (question 2....)
2) When I open a shop not using "Auto Interact", which unfortunately really doesn't work for my game it will open the menu but already have the first item on the list, up to the quantity selection selected. If I hit back/cancel it reverts to working fine quick enough but obviously looks and feels quite rough around the edges. Strangely enough, I also get a weird error involving what looks like is an InControl issue which only comes up if I A) use the controller to instigate the shop and B) Don't use Auto Interact". So I am hoping by resolving the first part will tie that one up because it seems to be working fine using a keyboard or auto interact. Or maybe it's the other way around and this is the issue altogether... specifically it says (sorry it's long and I feel awful posting it but I can't find what instance or object it's referring to!):
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.Exchange.CurrencyCollection.PotentialQuotientFor (Opsive.UltimateInventorySystem.Exchange.CurrencyCollection other) (at Assets/Opsive/UltimateInventorySystem/Scripts/Exchange/CurrencyCollection.cs:1313)
Opsive.UltimateInventorySystem.Exchange.CurrencyOwner.PotentialQuotientFor (Opsive.UltimateInventorySystem.Exchange.CurrencyCollection amount) (at Assets/Opsive/UltimateInventorySystem/Scripts/Exchange/CurrencyOwner.cs:108)
Opsive.UltimateInventorySystem.UI.Menus.Shop.ShopMenu.OnItemSelected (Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotEventData slotEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Menus/Shop/ShopMenu.cs:310)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainerBase+<>c__DisplayClass63_0.<Initialize>b__1 () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:205)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton.OnSelect (UnityEngine.EventSystems.BaseEventData eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:255)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlot.OnSelect (UnityEngine.EventSystems.BaseEventData eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlot.cs:103)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISelectHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:106)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:SetSelectedGameObject(GameObject)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton:OnPointerEnter(PointerEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:160)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlot:OnPointerEnter(PointerEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlot.cs:166)
UnityEngine.EventSystems.PointerInputModulerocessMove(PointerEventData)
InControl.InControlInputModulerocessMove(PointerEventData) (at Assets/InControl/Source/GUI/InControlInputModule.cs:285)
InControl.InControlInputModulerocessMouseEvent(Int32) (at Assets/InControl/Source/GUI/InControlInputModule.cs:678)
InControl.InControlInputModulerocessMouseEvent() (at Assets/InControl/Source/GUI/InControlInputModule.cs:667)
InControl.InControlInputModulerocess() (at Assets/InControl/Source/GUI/InControlInputModule.cs:185)
UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
Hope you can help!
Cheers for the great asset. After this, I have a really lovely system running.
PS: Ah I have no idea how to not make it do emojies there!! Sorry.....