Comments (2)
Hi @ahsquared, the issue is likely related to the "Script Execution Order" settings in Unity. You'll need to add all the items to your scene before the HovercastSetup.Awake()
method executes. The commit referenced above shows a new example where the menu is constructed in a script, and that script is given (via the Unity editor) a "Script Execution Order" value of -1
.
To have items that are not always available, you can add them at the very beginning, but then change their visibility as needed. In the new example code, this might look like:
IBaseItem item = vHoverItems[3].GetItem();
item.IsVisible = isMyOptionAvailable;
However, please note that the visibility only takes effect when you enter a new menu level. For example, you might have a "Details" sub-menu, where the list of displayed items depends upon some option that is selected in the parent menu.
from hover-ui-kit.
I was missing putting the code in the awake block instead of start!
Thanks!
from hover-ui-kit.
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