So far, so good. Your videos are great. Give the channel time and keep adding quality content. Trust me, it will grow. There is a great demand for Unity tutorials.
Love the tutorials! Your guides are easy to follow and very informative. I'll be keeping my eye out for more videos. Keep up the excellent work, and thank you!
Thank You this actually made sense and was so easy to set up because you took the time to explain clearly and simply without too much extra info. You saved me!
You could: Create a new Sprite by going to "Assets" > "Create" > 2D > "Sprite". Set the Texture Type to "Sprite (2D and UI)". In the Texture Import Settings, set the Texture Shape to "2D" and the Alpha Source to "None". Save the sprite asset.
@@NightRunStudio Thank you for replies! I can't make it work but I will try again later. I set the Alpha Source to none but that does not make the random sprite I chose invisible.
Did you replace an existing button or make a new one? If the button isn’t doing anything, it’s possible you have it set up for a mouse or joystick instead of a key press. That’s one reason I usually suggest using the existing Fire buttons as they are set up properly for key inputs.
Interesting. Only first episode, copied your input settings, along with your set up and script and set everything up, yet after entering play mode and pressing E, nothing happens. I can turn on the inventorymenu from the hierarchy, but after pressing e again it just closes and nothing happens after that. cannot reopen it. Wonder why.
Ahh, fixed it. Seems even after adding an "Inventory" to my input manager and making the positive T for it, nothing continued to happen, So. I added this line of code in replacement of this (Input.GetKeyDown(KeyCode.T) && menuActivated) (Input.GetKeyDown(KeyCode.T) && !menuActivated) This resolved my issue. So if you don't want to go playing with the input setting within unity due to different types of input controls, this might fix what is blocking you.
I like your style and this tutorial seems easy to follow however i am getting a error can you help ?? this is the error " InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings. InventoryManager.Update () (at Assets/InventoryManager.cs:19) I think its using a input system but I am having trouble adapting your info to it? thanks Frank
Thanks for watching! I haven't come across this issue before, but I suspect (as you said) that it comes from the new input system. I did a quick search, and found this post stackoverflow.com/questions/65027247/unity-conflict-between-new-inputsystem-and-old-eventsystem which may be helpful for updating settings in order to get things working. Hopefully that clears up the issue for you.
Hi Night Run, I seem to be getting a bug where if I open my menu in the air, then I stay frozen in the air. When I try to move again my character flips but stays above the ground. Any reason this is happening??
It sounds to me like your game is not un-pausing when you leave the menu. I suspect that your player flip is being called from FixedUpdate(which runs independent of the timescale method we are using to pause the game). That's why you can still flip the character, but you can't move because the game is still paused. I would double check that you are unpausing the game when leaving the menu. If you want to fix the player flipping issue, you will have to manually turn off flipping when you pause (the easiest is probably just to disable your playerController at the same time that you call the pause, and then re-enable it when you un-pause. I hope that helps!
An infinite inventory would need a slightly different setup; however, with this system, you could set it up with as many slots as you want (thousands....). You would just want to add a scroll bar so that you can move around in your inventory. It would take a whole extra video to get into that, but if you want to check out scroll bars, Unity does a lesson them here: ruclips.net/video/JpmQuLdLct4/видео.html
Great tutorial, friend! Just one detail for everyone: make sure the type is "Key or Mouse Button", otherwise the inout Inventory won't work!
Good point! Definitely important to remember that.
So far, so good. Your videos are great. Give the channel time and keep adding quality content. Trust me, it will grow. There is a great demand for Unity tutorials.
Thanks for that! As much as I'd love to reach a larger audience, it's still super encouraging to know the vids are helping people. Thanks for sharing.
Love the tutorials! Your guides are easy to follow and very informative. I'll be keeping my eye out for more videos. Keep up the excellent work, and thank you!
Thanks for sharing that! I love hearing that the vids are working for people.
Love this waiting for more parts. Finally a simple inventory system that i can add in my platformer game
Thanks a bunch! I'll try to keep rolling out the videos as quickly as possible.
Thank You this actually made sense and was so easy to set up because you took the time to explain clearly and simply without too much extra info. You saved me!
So glad to hear it! Thanks for taking the time to share this.
Thank you so much for this! Clear and refreshing as college sumer vodka nights.
That's the greatest simile I've ever had applied to me :)
About to start this list of tuts. Thank you for making them.
Hope you find them helpful!
@@NightRunStudio I know I will. Already am
Any simple way to create the blank/"empty" sprite you use for the series?
You could:
Create a new Sprite by going to "Assets" > "Create" > 2D > "Sprite".
Set the Texture Type to "Sprite (2D and UI)".
In the Texture Import Settings, set the Texture Shape to "2D" and the Alpha Source to "None".
Save the sprite asset.
@@NightRunStudio When creating it, how do you stop at "Sprite" without choosing the last option where you need to pick a form?
Sorry… you do have to pick one but then making it default to 0 alpha should do the trick.
If you open up the advanced tab on the inspector,you should be able to set alpha source to none
@@NightRunStudio Thank you for replies! I can't make it work but I will try again later. I set the Alpha Source to none but that does not make the random sprite I chose invisible.
Hi, I have a problem, I setted up the e buton but it doesn't work
Which spot did you put it in the input manager?
@NightRunStudio InventoryMenu
Did you replace an existing button or make a new one? If the button isn’t doing anything, it’s possible you have it set up for a mouse or joystick instead of a key press. That’s one reason I usually suggest using the existing Fire buttons as they are set up properly for key inputs.
@NightRunStudio It's made for joystick, thank you
hi for some reason when i press the letter nothing happens.
Do you have your buttons set up in the Input Manager?
@@NightRunStudiohow do I set that up? I don’t have it.
@@TweetyStickFigure We do it at 6:10 in the video.
@@NightRunStudio sorry I thought there was some settings I had to alter. I re watched it though thank you. Very useful tutorial (:
Interesting. Only first episode, copied your input settings, along with your set up and script and set everything up, yet after entering play mode and pressing E, nothing happens. I can turn on the inventorymenu from the hierarchy, but after pressing e again it just closes and nothing happens after that. cannot reopen it. Wonder why.
Ahh, fixed it. Seems even after adding an "Inventory" to my input manager and making the positive T for it, nothing continued to happen, So.
I added this line of code in replacement of this
(Input.GetKeyDown(KeyCode.T) && menuActivated)
(Input.GetKeyDown(KeyCode.T) && !menuActivated)
This resolved my issue. So if you don't want to go playing with the input setting within unity due to different types of input controls, this might fix what is blocking you.
Thanks for sharing another way to do this! I imagine some people will find that super helpful!
@@NightRunStudio On Episode 3 now lets see if I can get this inventory system to work. :P
I like your style and this tutorial seems easy to follow however i am getting a error can you help ?? this is the error "
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
InventoryManager.Update () (at Assets/InventoryManager.cs:19)
I think its using a input system but I am having trouble adapting your info to it?
thanks
Frank
Thanks for watching! I haven't come across this issue before, but I suspect (as you said) that it comes from the new input system. I did a quick search, and found this post
stackoverflow.com/questions/65027247/unity-conflict-between-new-inputsystem-and-old-eventsystem
which may be helpful for updating settings in order to get things working. Hopefully that clears up the issue for you.
Hi Night Run, I seem to be getting a bug where if I open my menu in the air, then I stay frozen in the air. When I try to move again my character flips but stays above the ground. Any reason this is happening??
It sounds to me like your game is not un-pausing when you leave the menu. I suspect that your player flip is being called from FixedUpdate(which runs independent of the timescale method we are using to pause the game). That's why you can still flip the character, but you can't move because the game is still paused.
I would double check that you are unpausing the game when leaving the menu. If you want to fix the player flipping issue, you will have to manually turn off flipping when you pause (the easiest is probably just to disable your playerController at the same time that you call the pause, and then re-enable it when you un-pause.
I hope that helps!
@@NightRunStudio it worked, Thanks!
Awesome! So glad you figured it out.
i hawe no errors popingout but when i press the inventorry button it the inventorry doesnot show up
Have you tried adding a debug log to make sure the button press is registering?
u are the best 💜
Thanks! Glad you're enjoying it :)
How do i make inventory with infinity slots and scrollbar?
An infinite inventory would need a slightly different setup; however, with this system, you could set it up with as many slots as you want (thousands....). You would just want to add a scroll bar so that you can move around in your inventory. It would take a whole extra video to get into that, but if you want to check out scroll bars, Unity does a lesson them here: ruclips.net/video/JpmQuLdLct4/видео.html
great vid man, did anyone ever tell you you sound just like the lock picking lawyer?
Haha. Nope, that’s definitely a first! Glad you enjoyed the video.
How do you express HP in numbers?
I'm not totally sure what you mean... like do you just want your health to be displayed on screen: 13/15 sort of thing?
@@NightRunStudio Yes, Which of your lectures should I refer to?
@@Unknown-e5z7y If you want a numerical system, this one should get you started: ruclips.net/video/cFtCCOVee40/видео.htmlsi=X_FxShaoCKLzPqD8
@@NightRunStudio Thank you!
this is lit!! lol
Already excited to get through this set of tutorials. Making a Metroidvania called Wheel King for a game jam! All very informative.
Sounds like an ambitious project for a jam! Best of luck with it.