#because one is selected while the others

1 messages · Page 1 of 1 (latest)

topaz sky
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define "selected"

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thought that was the purpose of your button

void iron
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One of the characters is enabled, others are disabled

topaz sky
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why do they need to be disabled entirely

void iron
topaz sky
void iron
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I’m talking about the models having colliders, the characters need to have one enabled, the rest disabled. M

topaz sky
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?

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none of them need colliders on a menu lol

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or "selection screen"

void iron
topaz sky
void iron
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The images you see are sprites

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It’s a UI, so the models can’t be seen because they are in the 3d space and some are disabled

topaz sky
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is there a reason you have everything in the same scene?

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if you have so many errors when switching only some menu only animations you have too much tight coupling going on

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at very least make a version of you characters that are for selection screen animations only

void iron
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Plus I can’t really access the camera with the render texture from the other scene then

topaz sky
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🤷 idk then

void iron
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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

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Tbh you should be a helper or something

topaz sky
topaz sky
void iron
topaz sky
void iron
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K

void iron
void iron
void iron
# topaz sky make buttons for them

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?

void iron
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Someone suggested something like this

uibutton.onClick.AddListener( ()=> { GameManager.DoStuff(_variableThatWillbeCapturedByClosure); });