Russell Quinn
Russell Quinn
Sorry, to clarify, I haven't changed any settings into the Components, I'm just seeing the same ever-changing values that were happening in the Material files, now happening in my Scene...
It happens every time I make a change to something (so the scene is dirty) and then save. For example, change the name of a single, unrelated GameObject in the...
I spent some time refactoring and trying to get more-stable changes. You can see my progress here: https://github.com/russellquinn/Unity-UI-Rounded-Corners/commit/3c508c95c5c8d4b02a77dee2cff9197109f6792c But, I ran into a problem with being unable to update the...
Masks change the material used by the Image to a stencil material
A summary of the problems: | v2 | v3 | | --- | --- | | `WidthHeightRadius` updates in `Material` files, without user changes, causing problems with source control |...
Thanks for the backstory! Yeah, balancing performance cost seems like the nut to crack with this one. Centralizing the logic a bit might make the path forward clearer, even if...
Are you setting`variableState["valuesList"]` to be your newly modified InkListItem at the end?
I have this problem on macOS too. I want to INCLUDE files within INCLUDEd files (i.e. nested INCLDUEs) Inky requires full paths for all nested INCLUDEs. Unity integration fails with...
@colorfulKati Good tip, thanks, but one of my main reasons for wanting nested includes, is so Inky groups them in a logical and structured way.
Oh, right. I did come across that too. I have a `StoryController` C# class that wraps everything Ink related, so I have a layer of abstraction. My code for setting...