So is it possible override the hover background colour on modal windows like the Accept_Decline one?
I see that the Style is based on IStyle in Unity, and that uses USS for this, I am assuming USS is Unity's version of CSS?
So is it possible override the hover background colour on modal windows like the Accept_Decline one?
I see that the Style is based on IStyle in Unity, and that uses USS for this, I am assuming USS is Unity's version of CSS?
I'm almost certain I did mention this a while back... but now you have me thinking 🤔😅
If I understand correctly you want to be able to change the default cursor as well as set custom cursors when hovering API-created UI elements?
Exactly this.
I think this could be done by a new onMouseMove method and moving a image x y pos, but then again, this may trigger too many events and may not be feasible and may end up being clunky.
It's more a "would be nice" API access, it's certainly not a show stopper
Hi Red,
I know I've asked this before, and maybe this is now doable via the Internals class, if you know how?
I would like to use a cusom cursor and have cursor affordance
Lovely bridge @AlphaGodith
Might I suggest you make it modular?
Hi red51
Sorry to be a pain, but can you show an example for the MessageBoxLayer?
I've been trying to hack it for a few hours but I think just asking you may be easier
Thanks mate, that makes sense!
I'll have a mess with the Internals class.
Ideally the accent colour on all menus, built in and API loaded ones.
But if we could set individual colours for each item that would be a bonus.
Hi Red,
It would be awesome if we could change the colour of the outside of the radial menu from the default blue
Since 2017 there's only been about a dozen users banned for breach of the servers rules.
We both know you didn't just say "Does anybody want to see my builds in my world".
Greetings, fellow builders!
Medieval Realms has always been shaped by its players, and we’re excited to carry that tradition into the Unity version of Rising World with a brand-new build competition!
Theme: Create the finest medieval bakery your imagination can conjure.
📅 Dates: 1st September → 30th November
The winning bakery will earn a place of honour at Medieval Realms' spawn inside Bedridge Castle, and there are other exciting rewards waiting too…
So whether you’re a long-time Medieval Realms resident or a visitor from another server, you’re warmly invited to join in. All entries are welcome!
👉 Full details and prize list: medievalrealms.net
Hi red51
I assume that "Shows a "radial menu" or "pie menu" to the player. The menu may contain up to 15 entries. The selected entry is sent back to the API callback." is a typo?
These menus only appear to support up to 11 menu items not 15?
https://javadoc.rising-world.n…d.api.assets.TextureAsset[],java.lang.String[],java.lang.String[],boolean,net.risingworld.api.callbacks.Callback)
Thanks Red, It was one of those setup once scenarios and then forget what I did.
I did think JDK 1.8 was a "little" old
Hi red51 ,
I've finally replaced my 10-year-old workstation 😄 and I'm in the process of setting up my development environment again.
I've installed the latest version of NetBeans along with JDK 1.8, as it's my understanding that Rising World plugins should still be compiled against Java 1.8 for compatibility.
While rebuilding my plugin projects, I encountered compile errors due to some parts of my previous codebase using Java 9+ features — for example:
As Set.of() isn’t available in Java 1.8, I'm now going through and replacing those usages with Java 8-compatible alternatives.
Just to confirm: is Java 1.8 still the target version for plugin compatibility with the game? And, if so, would you recommend removing any and all Java 9+ features from plugin code for futureproofing?
Many thanks as always!
The game needs more advertisement imho.
As Nord says, it's an amazing game, but so few know it even exists.
Trying to update server, says already up to date
Thank you. It works. But the music doesn't follow the player and remains localized at the starting point.
With an mp3, it's possible to simply play a track (without player.getPosition() ) and have that music as background music. Why doesn't it work with webradio?
Afaik the sound is an asset in a 3D space. So it has to "exist" within this 3D space.
If you create an update loop and then periodically check the position of the player, you can then do a conditional check to see if the player has moved, then if they have moved, move the sound asset to the players new position.
This will make the sound "follow" the player.
and there are links to 21f in the additional content and comments
It is the 6th version of Unity - the 21 (now 25) you refer to is the build number. So version 6 built 25, with f standing for final.
The latest version you need is: https://unity.com/releases/editor/whats-new/6000.0.25
Unity 6000.0.25f1 (Unity version 6, build 25 final, release 1).
In the API changelog you can always find what version of Unity you need for assets.