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Author Topic: Float Editing via GUI - how to stop it loading another level on change?  (Read 2687 times)

jess84

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Hi,

So I'm using GUILayoutStart/Float Field/End to show a editable box so I can change my global float values (for testing/balancing of my level content).

However when changing the value, it automatically loads the next level in my build settings.

How do I fix this so that I can edit other floats at the same time, and then only load a level when I choose to?

jeanfabre

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Re: Float Editing via GUI - how to stop it loading another level on change?
« Reply #1 on: December 17, 2013, 01:14:30 PM »
Hi,

 how do you load that next level? a float field by itself doesn't load levels, so you must have some logic ( good or bad :) that leads to a state where you actually use the load level action.

so, first, what's your logic between the float value and the level loading?  a float is not a level, you can either use ints or strings, but not float, so I am bit unsure on where is the link between your float and loading levels.

bye,

 Jean

jess84

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Re: Float Editing via GUI - how to stop it loading another level on change?
« Reply #2 on: December 17, 2013, 02:29:34 PM »
I had a couple of GUI Textures that acted as buttons to load levels, and was using Mouse Enter / Mouse Exit.

It seems that when you click into a GUI edit field (for my editing floats), it's not registering the Mouse Exit for the GUI texture button that I had previously moved my mouse over.

I can work around that, but it's weird behaviour anyway.

jeanfabre

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Re: Float Editing via GUI - how to stop it loading another level on change?
« Reply #3 on: December 18, 2013, 05:19:38 AM »
Hi,

 Unity GUI is pretty limited, or better say convoluted. I would use a 2d ui framework such as Ngui if you plan on complex interactions with the mouse.

bye,

 Jean

jess84

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Re: Float Editing via GUI - how to stop it loading another level on change?
« Reply #4 on: December 18, 2013, 12:34:11 PM »
I would say it was "unbelievably awful"  ;)