for the Update Item List function that is inside of the inventory UI script, I would recommend cleaning that up. My reasoning is you're calling a lot of unnecessary garbage collection by continuously destroying every current item in the menu and then remaking it. I know it's only being called the one time but object pooling can probably benefit you here and later on when you add items into your inventory or when you use them, instead of it destroying it just save it for later than when you get new item reuse that item that was supposed to be destroyed. Besides that good stuff :D
Hi! I have encountered a problem with this. 33:16 - It displays and all but never highlights it (must be because I am having it as a mouse button) - but it can't display the selected item . Error: NullReferenceException: Object reference not set to an instance of an object
Darn! was hoping you would cover the custom editor for the items lol. I hope you do demonstrate one in this series, I know that its not useful for smaller data stuff but knowledge wise I think it would be a great tool for people to use and learn about. Anyways great video!
Ive been doing a bunch of scriptable stuff with things like armour in a project Ive been working on and I was SO close to doing things the way the potions are handled. I forgot that inheritence goes past the thing explicitly named though and did a whole bunch of janky instead.. . . Its been a hot second since Ive felt this dumb Great video though. Ive been super excited for you to do the inventory system since I found out about your stuff in february and its definitely lived up to the standard of being very informative and useful
Hi! Im wondering how do you make it add items in the slot without adding to the inspector because im making a chest like system where the item automatically transfer to the inventory and I dont know how btw awesome video its helping me in my project!
just when I assign the battle system script and press play it shows "null reference exception" and the problem is in the move script in (MoveBase pBase) can you help me with this?
I guess your are in part 7 or 8. Can you post the error below that video so that it might help others with the same issue in the future. When you post, include the error message also.
i dont know if this an appropriate question but how old are you? i hope you are older than me because you can do all this stuff am consuming your videos daily just awesome content
If anyone else in the UI Also has An image to highlight the Text. Make a new List For that image Exactly like ItemSlotUI , and make it prefab also. Instantiate that prefab and store it in a variable Exactly like slotUIObj but this time get transform from the Obj . Then add it. it should look like this : var slotHighLightObj = Instantiate(menuHighlight, slotUIObj.transform ); slotHighlight.Add(slotHighLightObj); you should put it after the item is added to the slotUIList. or else it wont work. And inside UpdateSelection you should add slotHighlight[i].rectTransform.SetAsFirstSibling(); To make it the first of the childs and make it Show under the Text.
Another tutorial that I can't complete without errors: The namespace already contains a definition for inventoryUI Type InventoryUI already defines member called HandleUpdate with the same parameter types... Who knows what period, comma or import I have overlooked in the 37 minutes of video....
In case it helps those who are as slow as me: It was because when "moving" the InventoryUI script, instead of moving it, Unity copied it, so I had 2 scripts with the same name and that's where the problem came from...
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Oh neat, this is almost the same way we created Pokemon and Moves, that's super cool.
With each video I must say... Amazing!
Thanks man! Appreciate the support :)
I just found this series, I'll definetly go through this on the weekend. Who wants to spend outside at 35°C anyways?
Haha. I hope you find the series helpful :)
Insane tutorial I don't know what to say thank you
So happy to hear that. Thanks as always for supporting the series, it means a lot to me :)
Excellent as always! I'm slowly but surely catching up! :D
Thank. I'm glad to hear that :)
for the Update Item List function that is inside of the inventory UI script, I would recommend cleaning that up. My reasoning is you're calling a lot of unnecessary garbage collection by continuously destroying every current item in the menu and then remaking it. I know it's only being called the one time but object pooling can probably benefit you here and later on when you add items into your inventory or when you use them, instead of it destroying it just save it for later than when you get new item reuse that item that was supposed to be destroyed.
Besides that good stuff :D
Thanks for the advise Eric. I'll look into that :)
Hi! I have encountered a problem with this.
33:16
- It displays and all but never highlights it (must be because I am having it as a mouse button)
- but it can't display the selected item .
Error:
NullReferenceException: Object reference not set to an instance of an object
Darn! was hoping you would cover the custom editor for the items lol. I hope you do demonstrate one in this series, I know that its not useful for smaller data stuff but knowledge wise I think it would be a great tool for people to use and learn about. Anyways great video!
Thanks for the suggestion. I'll try to do a separate video for editor tool programming.
Do you have an idea for when your making evolving? Btw love the vids so far.
Thanks, I'll look into evolution once I'm done with Inventory, Story/Quest System.
@@GameDevExperiments OK thx 👍
Ive been doing a bunch of scriptable stuff with things like armour in a project Ive been working on and I was SO close to doing things the way the potions are handled. I forgot that inheritence goes past the thing explicitly named though and did a whole bunch of janky instead.. . . Its been a hot second since Ive felt this dumb
Great video though. Ive been super excited for you to do the inventory system since I found out about your stuff in february and its definitely lived up to the standard of being very informative and useful
Thanks man. I'm so happy to hear it helped :)
Hi! Im wondering how do you make it add items in the slot without adding to the inspector because im making a chest like system where the item automatically transfer to the inventory and I dont know how btw awesome video its helping me in my project!
Thanks for the feedback. I'm going to cover pick ups next :)
just when I assign the battle system script and press play it shows "null reference exception" and the problem is in the move script in (MoveBase pBase) can you help me with this?
so it looks like when i assign the battleunit to player unit and presses play my sprite doesn't changes not even the name or level gets displayed
I guess your are in part 7 or 8. Can you post the error below that video so that it might help others with the same issue in the future. When you post, include the error message also.
i dont know if this an appropriate question but how old are you? i hope you are older than me because you can do all this stuff
am consuming your videos daily just awesome content
You'll also be able to do these stuff, just keep learning everyday. I'm 25, I've been working as a software engineer for the past few years.
If anyone else in the UI Also has An image to highlight the Text.
Make a new List For that image Exactly like ItemSlotUI , and make it prefab also.
Instantiate that prefab and store it in a variable Exactly like slotUIObj but this time get transform from the Obj . Then add it.
it should look like this :
var slotHighLightObj = Instantiate(menuHighlight, slotUIObj.transform );
slotHighlight.Add(slotHighLightObj);
you should put it after the item is added to the slotUIList. or else it wont work.
And inside UpdateSelection you should add slotHighlight[i].rectTransform.SetAsFirstSibling();
To make it the first of the childs and make it Show under the Text.
Thaats a small thing to add to improve your UI Looks.
Be easier if your ui slot just had an image you turn on and off rather than placing another thing and try to fight with the layout stuff lol
Another tutorial that I can't complete without errors:
The namespace already contains a definition for inventoryUI
Type InventoryUI already defines member called HandleUpdate with the same parameter types...
Who knows what period, comma or import I have overlooked in the 37 minutes of video....
In case it helps those who are as slow as me: It was because when "moving" the InventoryUI script, instead of moving it, Unity copied it, so I had 2 scripts with the same name and that's where the problem came from...