Finally progressing enough to implement this Inventory module into my game!
Everything in this Inventory System works so well, really loving the RPG-Advanced inventory UI specifically!
But the problem is I'm making a platformer game that's controller-oriented.
Apparently I had assumed that because the Game Creator Character controller supported game pads the Inventory system would too but this was sadly not the case.
When I realized this Inventory didn't support it I was able to watch a few tutorials on how to enable a gamepad to work with unity UI and canvases, and it actually works pretty well once I add an "Event System" & "Standalone Input module" with a 'select ﬁrst' component into it and set the buttons to darken so you can tell when one is selected! I believe I'll also have similar luck when I do the same for the Merchant and Container windows.
The only problem that's stalling me is that I cannot drop items even with this method, as the only way to do that is click and drag one out of the item window. I guess I also miss out on combining too, but it's the same thing - it only works via clicking and dragging with a mouse.
I had an idea that maybe the easiest way to remedy this, would be that when you select & click on an item it could pop up a little window with options like:
• And if you use/drop something while standing within an object's collider it triggers the "item drop" trigger on it? This would make the 'click and drag' feature a nice shortcut rather than the only way to do it.
Maybe this extra options window would even be possible to make using the Module's built in Button
Actions component? Tinkering around now but not sure how to force the game to drop the item I've selected... Been several days now and so finally seeing if anyone has any ideas.
I feel like this inventory would be close to being gamepad-friendly if not for this one thing, is this possible?
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