#because one is selected while the others
1 messages · Page 1 of 1 (latest)
One of the characters is enabled, others are disabled
why do they need to be disabled entirely
Because if they aren’t then they will have collider showing, objects showing
why do they have colliders? i thought they are images
New rule, we get so confused if we are talking about models or images. Let’s divide it, if we are talking about the sprites say a capital s at the end of your message, if models, then m
I’m talking about the models having colliders, the characters need to have one enabled, the rest disabled. M
The image buttons don’t have colliders, the actual character models do
show me which one is which
The ones that say real are the characters, the ones above are the sprites
The images you see are sprites
It’s a UI, so the models can’t be seen because they are in the 3d space and some are disabled
is there a reason you have everything in the same scene?
if you have so many errors when switching only some menu only animations you have too much tight coupling going on
at very least make a version of you characters that are for selection screen animations only
I don’t think it’s a very good idea. It kind of lags the game stop/restarts the music. And also works pretty bad
Plus I can’t really access the camera with the render texture from the other scene then
🤷 idk then
I’m not that sure either. Do you know someone else who might know?
Also, I appreciate you so much. You have put up and replied a lot to me without getting mad or shoving classes in my face. You are truly awesome
Tbh you should be a helper or something
np.
not sure maybe try again in a little bit in the code channels and clearly describe the issue and how you want to do it.
I make videos sometimes on YT
Ok, good suggestion
What’s your channel? I’ll sub
link in my profile
K
By the way
I have arrow inputs for going left and right in my game
Would you know how to convert that to touch?
make buttons for them
It’s going to be swiping I meant
I got an idea, what if we get the component of the play button and replace the first on click() with the character game object with the start running function
How would I do that?
Someone suggested something like this
uibutton.onClick.AddListener( ()=> { GameManager.DoStuff(_variableThatWillbeCapturedByClosure); });