i bought UIS yesterday and am having troubles with the initial setup.
When I setup Character and Inventory, it unbinds each time I close the setup window and would not let me bind the currency owner at all. I tried to bind it with the player prefab and it did add the Inventory, Item User, Item Hotbar Owner, Character Equipper scripts to my prefab. How would I setup UIS with player prefab? Thanks.
I am also getting these errors:
The component "Category Tab Control (Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.ItemCategoryTabControl)" on the "Category Tab Control (UnityEngine.GameObject)" GameObject has objects that are not part of the active database. Please run the 'Replace Database Objects' script by right-clicking on the folder with the affected prefabs, scriptable objects, or scenes.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateInventorySystem.Core.InventorySystemManager:CheckIfComponentIsValidWithLoadedDatabase(IDatabaseSwitcher) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventorySystemManager.cs:259)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.ItemCategoryTabControl:Awake() (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/ItemCategoryTabControl.cs:23)
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.Core.InventoryCollections.Inventory.GetItemInfos[T] (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo[]& itemInfos, T filterParam, System.Func`3[T1,T2,TResult] filterFunc, System.Int32 startIndex) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/Inventory.cs:668)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.GetFilteredAndSortedItemAmounts (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo[]& itemAmounts, Opsive.UltimateInventorySystem.Core.ItemCategory itemCategory, System.Int32 sortIndex) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:391)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.SetCategoryPageCounts () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:337)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.BeforeDrawing () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:324)
Opsive.UltimateInventorySystem.UI.BoxDisplay.GridBase.Draw () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/GridBase.cs:170)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.SetInventory (Opsive.UltimateInventorySystem.Core.InventoryCollections.Inventory inventory) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:200)
Opsive.UltimateInventorySystem.UI.InventoryMenu.OpenInternal () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/InventoryMenu.cs:53)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.Open (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel previousPanel, UnityEngine.UI.Selectable previousSelectable, System.Boolean selectDefault) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:132)
Opsive.UltimateInventorySystem.UI.MainMenu.OpenMenu (System.Int32 index) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/MainMenu.cs:118)
Opsive.UltimateInventorySystem.UI.MainMenu.Initialize () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/MainMenu.cs:83)
Opsive.UltimateInventorySystem.UI.MainMenu.Open (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel previousPanel, UnityEngine.UI.Selectable previousSelectable, System.Boolean selectDefault) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/MainMenu.cs:99)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.OpenMenu (Opsive.UltimateInventorySystem.UI.DisplayMenuPanel menu) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:140)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.OpenMainMenu () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:148)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.ToggleMainMenu () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:167)
UnityEngine.Events.InvokableCall.Invoke () (at <58a34b0a618d424bb5fc18bb9bcdac20>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <58a34b0a618d424bb5fc18bb9bcdac20>:0)
UnityEngine.UI.Button.Press () (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:68)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:110)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule
rocessMousePress(MouseButtonEventData) (at Assets/Rewired/Integration/UnityUI/RewiredStandaloneInputModule.cs:1091)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule
rocessMouseEvent(Int32, Int32) (at Assets/Rewired/Integration/UnityUI/RewiredStandaloneInputModule.cs:992)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule
rocessMouseEvents() (at Assets/Rewired/Integration/UnityUI/RewiredStandaloneInputModule.cs:976)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule
rocess() (at Assets/Rewired/Integration/UnityUI/RewiredStandaloneInputModule.cs:690)
UnityEngine.EventSystems.EventSystem:Update() (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
When I setup Character and Inventory, it unbinds each time I close the setup window and would not let me bind the currency owner at all. I tried to bind it with the player prefab and it did add the Inventory, Item User, Item Hotbar Owner, Character Equipper scripts to my prefab. How would I setup UIS with player prefab? Thanks.
I am also getting these errors:
The component "Category Tab Control (Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.ItemCategoryTabControl)" on the "Category Tab Control (UnityEngine.GameObject)" GameObject has objects that are not part of the active database. Please run the 'Replace Database Objects' script by right-clicking on the folder with the affected prefabs, scriptable objects, or scenes.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateInventorySystem.Core.InventorySystemManager:CheckIfComponentIsValidWithLoadedDatabase(IDatabaseSwitcher) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventorySystemManager.cs:259)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.ItemCategoryTabControl:Awake() (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/ItemCategoryTabControl.cs:23)
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.Core.InventoryCollections.Inventory.GetItemInfos[T] (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo[]& itemInfos, T filterParam, System.Func`3[T1,T2,TResult] filterFunc, System.Int32 startIndex) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/Inventory.cs:668)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.GetFilteredAndSortedItemAmounts (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo[]& itemAmounts, Opsive.UltimateInventorySystem.Core.ItemCategory itemCategory, System.Int32 sortIndex) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:391)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.SetCategoryPageCounts () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:337)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.BeforeDrawing () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:324)
Opsive.UltimateInventorySystem.UI.BoxDisplay.GridBase.Draw () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/GridBase.cs:170)
Opsive.UltimateInventorySystem.UI.BoxDisplay.ItemGrid.InventoryGrid.SetInventory (Opsive.UltimateInventorySystem.Core.InventoryCollections.Inventory inventory) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/BoxDisplay/ItemGrid/InventoryGrid.cs:200)
Opsive.UltimateInventorySystem.UI.InventoryMenu.OpenInternal () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/InventoryMenu.cs:53)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.Open (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel previousPanel, UnityEngine.UI.Selectable previousSelectable, System.Boolean selectDefault) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:132)
Opsive.UltimateInventorySystem.UI.MainMenu.OpenMenu (System.Int32 index) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/MainMenu.cs:118)
Opsive.UltimateInventorySystem.UI.MainMenu.Initialize () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/MainMenu.cs:83)
Opsive.UltimateInventorySystem.UI.MainMenu.Open (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel previousPanel, UnityEngine.UI.Selectable previousSelectable, System.Boolean selectDefault) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/MainMenu.cs:99)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.OpenMenu (Opsive.UltimateInventorySystem.UI.DisplayMenuPanel menu) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:140)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.OpenMainMenu () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:148)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.ToggleMainMenu () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:167)
UnityEngine.Events.InvokableCall.Invoke () (at <58a34b0a618d424bb5fc18bb9bcdac20>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <58a34b0a618d424bb5fc18bb9bcdac20>:0)
UnityEngine.UI.Button.Press () (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:68)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:110)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule

Rewired.Integration.UnityUI.RewiredStandaloneInputModule

Rewired.Integration.UnityUI.RewiredStandaloneInputModule

Rewired.Integration.UnityUI.RewiredStandaloneInputModule

UnityEngine.EventSystems.EventSystem:Update() (at G:/unity/2019.3.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
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