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Template RELEASE 8.0.0a - Inventory and Weapon Modding (ICWM)

Discussion in 'Tools In Progress' started by HeyMyNameIsVoo, Mar 15, 2017.

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Are you waiting for an asset?

  1. Yes

  2. No

  3. I'm not waiting, but following

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  1. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Last edited: Oct 19, 2019
    theunitydev likes this.
  2. theunitydev

    theunitydev

    Joined:
    Mar 29, 2017
    Posts:
    25
    Thanks Voo, we appreciate these occasional small tips
     
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  3. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    TIP #4

    If you want to destroy an item from the Inventory rather then drop the item just do it (see SPOILER):

    1) Open the InventoryBase script and find the DropAction script (line 1694):

    Code (CSharp):
    1. public void ActionDrop(GameObject RootIconItem, ClassList cl, bool IsDeleteRootIconItem = true, bool IsFromBackpackWindow = false, bool IsFromTacticalRigPocketsWindow = false)
    2.         {
    3.             if (m_Hotbar.IsHotbar)
    4.                 m_Hotbar.UpdateHotbarOnFree(cl);
    5.  
    6.             if (cl.TagItem == ClassList.TagItems.WEAPON || cl.TagItem == ClassList.TagItems.PISTOL || cl.TagItem == ClassList.TagItems.KNIFE)
    7.             {
    8.                 PlayerSystem.instance.IsDropWeapon = true;
    9.             }
    10.             else if ((cl.TagItem == ClassList.TagItems.BODYBACKPACK || cl.TagItem == ClassList.TagItems.BODYTACTICALRIG || cl.TagItem == ClassList.TagItems.BODYPOCKETS) && cl.IsPutOn)
    11.             {
    12.                 FreeObjects();
    13.                 Backpack.instance.CloseOpenedBackpackWindowsSlot(cl);
    14.             }
    15.  
    16.             if (RootIconItem)
    17.             {
    18.                 if (RootIconItem.GetComponent<DragHandler>().IsStashSlot)
    19.                 {
    20.                     if (cl.IsEnemyBackpack)
    21.                     {
    22.                         if (cl.TagItem == ClassList.TagItems.BODYBACKPACK)
    23.                         {
    24.                             BackpackEnemyBase.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, true);
    25.                         }
    26.                         else if (cl.TagItem == ClassList.TagItems.BODYTACTICALRIG)
    27.                         {
    28.                             BackpackEnemyBase.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, true, 1);
    29.                         }
    30.                         else if (cl.TagItem == ClassList.TagItems.BODYPOCKETS)
    31.                         {
    32.                             BackpackEnemyBase.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, true, 2);
    33.                         }
    34.                     }
    35.                     else
    36.                     {
    37.                         if (cl.TagItem == ClassList.TagItems.BODYBACKPACK)
    38.                         {
    39.                             Backpack.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, true);
    40.                         }
    41.                         else if (cl.TagItem == ClassList.TagItems.BODYTACTICALRIG)
    42.                         {
    43.                             Backpack.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, true, 1);
    44.                         }
    45.                         else if (cl.TagItem == ClassList.TagItems.BODYPOCKETS)
    46.                         {
    47.                             Backpack.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, true, 2);
    48.                         }
    49.                     }
    50.  
    51.                     StashSystem.instance.OpenIndex(cl.IndexPos60x60, RootIconItem.GetComponent<PlayerIconPlaneInventory>().startPos);
    52.                     StashSystem.instance.UpdateIconText();
    53.                 }
    54.                 else if (RootIconItem.GetComponent<DragHandler>().IsTacticRigSlot)
    55.                 {
    56.                     print("IsTacticRigSlot");
    57.                     if (cl.IsEnemyBackpack)
    58.                     {
    59.                         if (cl.TagItem == ClassList.TagItems.BODYBACKPACK)
    60.                         {
    61.                             BackpackEnemyBase.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld);
    62.                             BackpackEnemyBase.instance.OpenSlots(0);
    63.                         }
    64.                         else if (cl.TagItem == ClassList.TagItems.BODYTACTICALRIG)
    65.                         {
    66.                             BackpackEnemyBase.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, false, 1);
    67.                             BackpackEnemyBase.instance.OpenSlots(1);
    68.                         }
    69.                         else if (cl.TagItem == ClassList.TagItems.BODYPOCKETS)
    70.                         {
    71.                             BackpackEnemyBase.instance.SaveSlots(RootIconItem, cl, ItemSpawnInWorld, false, 2);
    72.                             BackpackEnemyBase.instance.OpenSlots(2);
    73.                         }
    74.                         else
    75.                         {
    76.                             BackpackEnemyBase.instance.OpenIndex(cl);
    77.                         }
    78.                     }
    79.                     else if (IsFromTacticalRigPocketsWindow && Backpack.instance.m_vspBackpackWindow)
    80.                         Backpack.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().OpenIndex(cl);
    81.                     else
    82.                     {
    83.                         if (cl.TagItem == ClassList.TagItems.BODYBACKPACK)
    84.                         {
    85.                             Backpack.instance.OpenSlots(0);
    86.                             if (Backpack.instance.RE4_Flag)
    87.                             {
    88.                                 Backpack.instance.SetActiveButtonGearOnDrop(1);
    89.                                 Backpack.instance.ContentBackpack.gameObject.SetActive(false);
    90.                             }
    91.                         }
    92.                         else if (cl.TagItem == ClassList.TagItems.BODYTACTICALRIG)
    93.                         {
    94.                             Backpack.instance.OpenSlots(1);
    95.                             if (Backpack.instance.RE4_Flag)
    96.                                 Backpack.instance.SetActiveButtonGearOnDrop(0);
    97.                         }
    98.                         else if (cl.TagItem == ClassList.TagItems.BODYPOCKETS)
    99.                         {
    100.                             Backpack.instance.OpenSlots(2);
    101.                             if (Backpack.instance.RE4_Flag)
    102.                                 Backpack.instance.SetActiveButtonGearOnDrop(2);
    103.                         }
    104.                         else
    105.                         {
    106.                             Backpack.instance.OpenIndex(cl);
    107.                         }
    108.                     }
    109.                 }
    110.                 else if (RootIconItem.GetComponent<DragHandler>().IsBackpackSlot)
    111.                 {
    112.                     if (cl.IsEnemyBackpack)
    113.                         BackpackEnemyBase.instance.OpenIndexBackpack(cl.IndexPos60x60, RootIconItem.transform.localPosition);
    114.                     else if (IsFromBackpackWindow && Backpack.instance.m_vspBackpackWindow)
    115.                         Backpack.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().OpenIndexBackpack(cl.IndexPos60x60, RootIconItem.transform.localPosition);
    116.                     else
    117.                         Backpack.instance.OpenIndexBackpack(cl.IndexPos60x60, RootIconItem.transform.localPosition);
    118.                 }
    119.             }
    120.  
    121.             if (cl.IsPutOn)
    122.             {
    123.                 if (cl.IsEnemyBackpack)
    124.                     PlayerEnemySystem.instance.UpdateActiveSlot(cl.TagItem);
    125.                 else
    126.                     PlayerSystem.instance.UpdateActiveSlot(cl.TagItem);
    127.             }
    128.  
    129.             if (cl.IsLatchkey)
    130.             {
    131.                 PlayerStatistics.AmountMultools -= cl.AmountStack;
    132.             }
    133.  
    134.             if (Backpack.instance.RE4O_Flag && RootIconItem)
    135.                 PlayerSystem.instance.UpdateOnDropRE4(RootIconItem, cl);
    136.  
    137.             Destroy(cl.DestroyItemDrop);
    138.             Destroy(cl.itemModding);
    139.             Destroy(RootIconItem);
    140.             if (Backpack.instance.SpaceButton != null)
    141.             {
    142.                 for (int i = 0; i < Backpack.instance.SpaceButton.Length; i++)
    143.                 {
    144.                     if (Backpack.instance.SpaceButton[i] != null)
    145.                         Backpack.instance.SpaceButton[i].SetActive(false);
    146.                 }
    147.             }
    148.  
    149.             IsUpdatePlayerStat = true;
    150.         }
    151.  

    Do not forget to leave comments!

    Kind Regards,
    MyNameIsVoo
     
    theunitydev likes this.
  4. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello everyone!

    I have 3 2 free vouchers for the Glock 17M Fully Detailed



    Unity_Facebook.png

    Max Render 9.jpg

    "What do I need to do to get the voucher?" - just do it:
    1) Send me mail - choco.16mail@mail.ru
    2) Write about yourself and your project (if you have)
    3) Be kindness

    Kind Regards,
    MyNameIsVoo
     
    Last edited: Nov 8, 2019
    tredpro and theunitydev like this.
  5. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello!

    I plan to do a lot of optimization work, I plan to refactor the code.
     
    theunitydev likes this.
  6. digiross

    digiross

    Joined:
    Jun 29, 2012
    Posts:
    323
    I'm considering this asset for my new game and was wondering if there is a good overview/getting started video I can watch?
     
    HeyMyNameIsVoo likes this.
  7. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello. Unfortunately there is no full review video. Since I work alone and for me it is too difficult to work on Asset, I mean I spend a lot of time to improving, fixing, updating and so on. I can create video tutorials in my native language. Yes, of course, I improve my English every day!

    At this moment I have a YouTube channel, Documentation, Demo scenes.

    You can ask me what you want about Asset.

    Mail: choco.16mail@mail.ru

    Kind Regards,
    MyNameIsVoo
     
  8. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello everyone!

    I'm working on my own project and in parallel I working on improving the ICWM.

    I found out that the ICWM has a lot of defects. It concerns the player system, backpack system, modding system and even save system.

    All of the defects I'll take into account in future updates.

    upload_2019-11-25_20-59-10.png

    Do not give up!

    Kind Regards,
    MyNameIsVoo
     
    theunitydev likes this.
  9. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello!

    A new feature will be added!

    upload_2019-11-30_17-23-58.png
     
  10. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    TIP #5

    If you created new windows or new GameObjects in inventory and after exiting the inventory they must be destroyed - this tip can help you destroy all the temporary GameObjects automatically:

    EXAMPLE:
    Code (CSharp):
    1. void CreateNewWindow()
    2.         {
    3.             GameObject window = (GameObject)Instantiate(confirmationWindowPrefab, transform.parent);
    4.  
    5.             //...
    6.             // code code code
    7.             //...
    8.  
    9.             InventoryBase.instance.AddNewComponentForDestroy(window);
    10.         }
    11.  
    Kind Regards,
    MyNameIsVoo
     
  11. ahmet28

    ahmet28

    Joined:
    Oct 11, 2015
    Posts:
    13
    I purchased the kit, can I integrate the Modular Multiplayer FPS Engine (Photon 2).
    Nice work, man.
     
    HeyMyNameIsVoo likes this.
  12. ahmet28

    ahmet28

    Joined:
    Oct 11, 2015
    Posts:
    13
    hello you did not answer.
    Welcome to my product basket. information.
    I purchased the kit, I can integrate the Modular Multiplayer FPS Engine (Photon 2).
    Nice work, man.
     
    HeyMyNameIsVoo likes this.
  13. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello!

    Thank you!

    You can integrate everything you want, of course, if you can - you need to know C#, Photon2 and Asset logic (both ICWM and Modular Multiplayer FPS Engine).

    Kind REgards,
    MyNameIsVoo
     
  14. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello,

    I'm preparing a new tip - "How to create a new Backpaack\Stash\etc window outside of the Inventory area".

    I mean that you can create a new one wherever you want, you need just set it up correctly.

    After Update will released - it take a lot of code!!!

    Kind Regadrs,
    MyNameIsVoo
     
    Last edited: Dec 7, 2019
  15. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    HELLO

    3.jpg

    The time has came! BIG SALE has came! Have time to get it and SAVE 50%!​
     
  16. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    HELLO

    I'm working hard on the new update with code optimization. I think I will realese the update on Junuary!

    Share your experience with ICWM!!!

    Kind Regards,
    MyNameIsVoo
     
  17. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    HELLO



    Kind Regards,
    MyNameIsVoo
     
  18. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
  19. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
  20. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    HAPPY NEW YEAR!!!
     
    Adrad likes this.
  21. giraffe1

    giraffe1

    Joined:
    Nov 1, 2014
    Posts:
    302
    what are the limitations of ICWM?
     
  22. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello!

    Read the Documentation!
     
  23. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
  24. GWStudio

    GWStudio

    Joined:
    Sep 27, 2016
    Posts:
    109
    RFPS Integration please
     
  25. GWStudio

    GWStudio

    Joined:
    Sep 27, 2016
    Posts:
    109
    RFPS Integration please
     
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  26. PesadeloDoEspantalho

    PesadeloDoEspantalho

    Joined:
    May 26, 2017
    Posts:
    45
    Hi, how are you?
    What's RFPS ? Send Asset link.

    I did an integration with Opsive's Character Controller, but I didn't share it, I could do it again with my new acquaintances and take it out...

    You have to check with HeyMyNameIsVoo!
     
    HeyMyNameIsVoo likes this.
  27. GWStudio

    GWStudio

    Joined:
    Sep 27, 2016
    Posts:
    109
    Realistic FPS Prefab 1.45 it's removed from the asset store but so many developers still using it .. I can provide the asset for integration purposes.
    Thank U
     
    HeyMyNameIsVoo likes this.
  28. GWStudio

    GWStudio

    Joined:
    Sep 27, 2016
    Posts:
    109
    Realistic FPS Prefab 1.45 it's removed from the asset store but so many developers still using it .. I can provide the asset for integration purposes.
    Thank U
     
    HeyMyNameIsVoo likes this.
  29. PesadeloDoEspantalho

    PesadeloDoEspantalho

    Joined:
    May 26, 2017
    Posts:
    45
    HeyMyNameIsVoo likes this.
  30. tredpro

    tredpro

    Joined:
    Nov 18, 2013
    Posts:
    515
    Does this still have an invector shooter integration?
     
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  31. tredpro

    tredpro

    Joined:
    Nov 18, 2013
    Posts:
    515
    if someone can help me know what icwm side of scripts should be updated to. i could probably upgrade the invector tpc shooter side. i never use this asset really, except for home projects and its always with invector. i quit using this for awhile on those and wanted to add it back to the last invector upgrade but so much has changed with ICWM so it seems that upgrading with what i know of icwm didnt work well. i am going to try again and test my luck.

    is there a requirement sheet or something to know what variables and stuff are needed. may be easier if i knew that
     
    HeyMyNameIsVoo likes this.
  32. PesadeloDoEspantalho

    PesadeloDoEspantalho

    Joined:
    May 26, 2017
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    45
    HeyMyNameIsVoo likes this.
  33. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    484
    Hello everyone!

    Sorry for my English!

    At this momemt I'm working hard on code optimization (refactoring). Over the past few months, I have improved my programming skills. I learned more new features and more new ideas generated - "How can I imorove the ICWM code", etc.

    Working on refactoring, I noticed the ICWM code is far from ideal, and I need to imorove it. I need to make it more readable and more convinient for those users who will be work with it. I have to do a lot more work, a list of my plan is below:
    • Incapsulation - I intend to reduce all atributes and methods which you will not use in your projects. I intend to separate methods on two parts: Public and Private. So that you can easily and quickly find what method you need;
    • Separation on groups and sub-groups. As you can see, if you read the code, some scripts have regions (sections) and I will get rid of them and transfer them into their own classes and subclasses;
    • Destruction unused code - this is, perhaps, the most difficult part of my mission. I say - "There is no unused code, there is dubbed code" - and I have to find it and "kill it". Unfortunately, I will get bugs and errors. There is no way to avoid this. After code destroying, transferring, changing code section I will have to double check the ICWM, inventory systems. If you go to the Backpack, BackpackEnemy, BackpackWindow scripts then you can find more similarity code - it is not good;
    • Bug and error fixes - unfortunately, a small part of users send me Bug Reports and in this case I have to search and fix all bugs. The most critical bugs I write down in my notebook.
    This is not the full list of my plan.

    A few wards about integration with other Assets. I really want to integrate with other Assets, but I cannot fight on two or more sides, it is difficult. I decided - I have to complete the Asset, I have to do it.

    I created the ICWM, in first turn, for myself, for my project. About this project I will post soon. In this case I need that the ICWM works good, without bugs and errors.

    In trully, I did not expect the ICWM will bring me some profit and the ICWM will interested for someone. I advertise the ICWM vary little and this is depends on the ICWM did not become of the Asset what I plan.

    At this momemt the ICWM contains more then 15000 code lines and it is just hard to work with it. It is too much code and when I opened one of the all scripts I do not remember "what the script is doying in this sections" (by the way there are comments).

    Repeat it again - I am very glad the ICWM has truthly and lovely community, although not big.

    After I completed all the issues of the plan I have to update Documentation - it will be difficult. Besides all of that I plan to create my own Web Site. And right now I want to enumerate all my projects on which I working:
    • 1st the ICWM;
    • 2nd recently I bought two programs Sabstance Painter and Substance Designer, and now I can texturing my models without limitless. For those who purchased my model AK47M1 Fully Detailed I have a good news - I done a big work, texturing work. New texturet with more details and more realistic. I made a clean texturet pack for now (see IMG 1), soon I will work on another pack - Dmg textures;
    • I working on a new 3d model - M1 Garant, this is rifle and as usual in full detailed. Weapon in preparation for texturing. I complete modelling low poly and hard poly models (see img);
    • And final - my own project (I will post about project soon).
    That is all, all my works, the ICWM in priority. The huge part of my free time I spend on my Asset.

    A few wards about me - I'm a design engineer of rocet-space technologies and in my free time I m study programming and 3d moddeling. I cannot do it all the time because of I have a famaly and I need to rest sometimes.

    In conclusion - I did not give up and I will improve the ICWM, although it takes more time.

    Art17.jpg

    Art15.jpg

    Art16.jpg

    1.jpg

    Kind Regards,
    MyNameIsVoo
     
  34. tredpro

    tredpro

    Joined:
    Nov 18, 2013
    Posts:
    515
    It appears I have most of invector shooter working but if I strafe or do pretty much any movement it drops my gun. But if i check my inventory it shows I still have my gun. And I have to drop it from there and then the new drop and first drop combines into 1 drop that I can then pick up and do again. This isnt something I'm looking yo make into a feature so any ideas?
     
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  35. PesadeloDoEspantalho

    PesadeloDoEspantalho

    Joined:
    May 26, 2017
    Posts:
    45
    Hi, how are you?
    You pickup the weapon with Invector componant?
     
    Last edited: Jan 21, 2020
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  36. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
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    Hello Rastos78!

    "You pickup with Invector componant?"

    Not at the moment, I'll let you know!

    P.S.

    If you write to me, please write "MyNameIsVoo" at the top of your post, and I'll know "That man wrote to me!".
     
  37. HeyMyNameIsVoo

    HeyMyNameIsVoo

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    Hello!

    Soon I'll create a Discord chat for more discussions!

    Kind Regards,
    MyNameIsVoo
     
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  38. PesadeloDoEspantalho

    PesadeloDoEspantalho

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    Sorry it's for help tredpro!
     
  39. tredpro

    tredpro

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    So I realized I didnt disable the unequipped for invector and that stopped the auto drop. But now after I pick it back up once, it doesnt equip it. It shows its equipped an everything but the player just punches
     
  40. tredpro

    tredpro

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    I also have an issue where it's not creating icons for my weapons but I'm sure I probably just didnt do something correctly
     
  41. PesadeloDoEspantalho

    PesadeloDoEspantalho

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    For start you must create 2 same weapon for the sling/back weapon, so we'll see them appear behind the invector holster componant.
    And for equip you must add the good equip method where the ICWM equip them.
     
  42. tredpro

    tredpro

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    Please elaborate a little more please
     
  43. PesadeloDoEspantalho

    PesadeloDoEspantalho

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    Read the Invector documentation, sorry, but I'm on to something else...
    The starting point is the component on a pickup weapon and then you jump back into the scripts!
     
  44. tredpro

    tredpro

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    I've did everything in the documentation. I just dont know what you are calling the "good equip method" I dont recall seeing anything labeled that
     
  45. tredpro

    tredpro

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    Everything is working besides reequipping the weapon and the icon doesnt show up but I believe I need to do something further with that. There has been issues where sometimes I cant move a weapon or drop or mod but I figure I should make it where I can reequip before I work on those. And to clarify further I'm not calling the invector equip method if that's what was assumed I was doing and why you stated to to read the documentation
     
  46. PesadeloDoEspantalho

    PesadeloDoEspantalho

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    No I said look in the pickup componant because you can find the good equip methode in looking, the documentation is for help you.
     
  47. darkal

    darkal

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    MyNameIsVoo so I'm working on grid style inventory in Unity for project as well and I cant help notice how well yours works I'm wondering are you using Unity UI or 2d Objects to make it work I've been using UI so far but keep running into issue of UI of Unity disabling Boolean checks but seems your not having that issue that why I am wondering.
     
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  48. HeyMyNameIsVoo

    HeyMyNameIsVoo

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    Hello darkal! Thanks!!!

    I'm using Unity UI elements (images, buttons, etc.) for the Inventiory system only, for the Modding System i'm using 2d objects (sprites, lines, etc.).

    In creating process of the Inventory I'm starting from this tutorial YouTube Video, it was enough to start creating Inventory like mine!

    Then I applied logic (boolean logic like OnMousePointer, etc.), that's all!
     
  49. HeyMyNameIsVoo

    HeyMyNameIsVoo

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  50. mattis89

    mattis89

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    Hello! Is there an Ultimate character controller intergration? and does it work in splitscreen? (2 players at the same time, aka local co-op)
     
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