There is a thread on here that covers the lag issue. One of our fellow students did an indepth analysis. I am at work, so I can’t look it up. You should be able to find it. It is worth the effort.
Good day Ed, thanks. we’re not talking about the one I asked for a while ago, for transferring entire inventories by chance, are we? Is it this one?
No, not one of your topics. It was another poster. I don’t remember who.
Plays “Man on a Mission - Oh the Larceny”, as he goes to hunt that post down
Alright I’ll go try hunt it down
Sir Brian, if this comment is still here, I still need help
Edit 1: Haven’t found the thread, but I found this - still need the optimization solution though
been searching for the last hour like a madman, I can’t find that thread… -_*
[Inventory Redraw() Framerate hiccups with high slot count](Inventory Redraw() Framerate hiccups with high slot count]
Here is one. This one is for inventory lag.
Here is one that is for shops but has a lot of good stuff.
been searching for the last hour like a madman, I can’t find that thread… -_*
[/quote]
Try adding a little sanity. It helps.
NAH, I’m either a sane person, or I finish the game
COME ON, WE’VE BEEN THROUGH HELL AND BACK WITH THIS ONE, xD
This project broke me countless times, I almost gave up like a thousand times so far, and then Brian comes up with a solution and I’m back to the next bone-breaking issue… Brian, please, bank optimization whenever you feel better and it’s possible… You are our saviour
Anyway, here is where I suspect where the real problem is, in ‘InventoryUI.cs’:
private void Redraw()
{
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
for (int i = 0; i < selectedInventory.GetSize(); i++)
{
var itemUI = Instantiate(InventoryItemPrefab, transform);
itemUI.Setup(selectedInventory, i);
}
}
I can’t properly think of a solution that would limit what gets destroyed and re-instantiated, but I know for a fact that I don’t need to destroy and re-instantiate EVERYTHING just to refresh the UI of a sender slot, and a receiver slot… that’s just a HUGE waste of resources that simply needs to get eliminated (and I can’t think of a solution as to how… )
In the meanwhile I shall go read Brian’s solution on that question @edc237 mentioned, MAYBE I can find something useful there
That is exactly what the first topic I linked above covers.
I’m reading it through, believe me… I’m just seeing what can be extracted and placed into our script, since that topic is dedicated to solving the RowUI issue for shops… my issue is the UI for the inventory
Anyway, I’ll go grab something to eat for the time being (it’s 7PM, didn’t eat anything today), and then return to solve this issue
Look at the one above it. It is specifically about inventory.
OK I’m a little confused… where? Who? @edc237 (AHH, NEVERMIND… SILLY ME… I HAVE COMPLETELY MISSED THAT COMMENT!)
(I’ll also go implement that solution tbh, that sounds like a solution to a nightmare waiting to happen)
OK so… 3 things to do:
- Fix the whole ‘X’ button working from anywhere and deactivating the player, when it’s not supposed to work unless he’s near the bank (Ahh… the dumb things that happen when you forget your ‘if’ statements)
- Wait for Brian’s solution for the bank UI
- Go through the article and fix the same issue that post writer has
This is the one that covers inventory.
yup, found it. Thank you @edc237 - now it’s time for me to choose which of the approaches mentioned in there to go with… I’ll probably go with the first though, let’s see what happens (I’ll backup my project first)
Edit 1: The first approach of this post failed… apparently it did not work AT ALL for me… In fact, removing ‘InventoryUI.Redraw()’ to replace it with the dictionary approach just ensured that I can’t pick anything off the ground, and more importantly, nothing goes into the inventory… So unless Brian hops on board, I’ll try analyze and understand what’s going on
If it helps though, here is my current ‘InventoryUI.cs’ script:
using UnityEngine;
using GameDevTV.Inventories;
using TMPro;
using UnityEngine.Events;
using System.Linq;
using System.Collections.Generic;
namespace GameDevTV.UI.Inventories
{
/// <summary>
/// To be placed on the root of the inventory UI. Handles spawning all the
/// inventory slot prefabs.
/// </summary>
public class InventoryUI : MonoBehaviour
{
// CONFIG DATA
[SerializeField] InventorySlotUI InventoryItemPrefab = null;
// BANK System CONFIG DATA:
[SerializeField] bool isPlayerInventory = true;
[SerializeField] TextMeshProUGUI Title;
// 3 bank <-> Inventory states:
// 'otherInventoryUI' (bank) is open,
// 'otherInventoryUI' (bank) is closed,
// YOU are the 'otherInventoryUI' (bank)
public bool IsOtherInventory => !isPlayerInventory;
public Inventory SelectedInventory => selectedInventory;
[SerializeField] private UnityEvent EnabledEvent;
[SerializeField] private UnityEvent DisabledEvent;
// CACHE
Inventory selectedInventory;
// delete if failed
// InventorySlotUI[] itemUIs; // the items that get transferred, get refreshed
// LIFECYCLE METHODS
private void Awake()
{
// if we are dealing with the player Inventory, set it up (just don't do it for the Players' bank)
if (isPlayerInventory) {
selectedInventory = Inventory.GetPlayerInventory();
selectedInventory.inventoryUpdated += Redraw;
}
}
private void Start()
{
// Redraw the PLAYER INVENTORY, JUST NOT THE BANK!
if (isPlayerInventory) Redraw();
}
// PRIVATE
private void Redraw()
{
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
for (int i = 0; i < selectedInventory.GetSize(); i++)
{
var itemUI = Instantiate(InventoryItemPrefab, transform);
itemUI.Setup(selectedInventory, i);
}
}
// PUBLIC
public bool Setup(GameObject user) {
if (user.TryGetComponent(out selectedInventory)) {
// if the object has an inventory (our bank in this case), set the Selected Inventory Up,
// Subscribe to the Redraw() changes, and then redraw the inventory (to boot it up for the first time):
selectedInventory.inventoryUpdated += Redraw;
Title.text = selectedInventory.name;
Redraw();
return true;
}
return false;
}
private void OnEnable()
{
EnabledEvent?.Invoke();
}
private void OnDisable()
{
DisabledEvent?.Invoke();
}
public void TransferAllInventory()
{
if (selectedInventory != null)
{
selectedInventory.TransferAllInventory(GetOtherInventory());
}
}
private Inventory GetOtherInventory()
{
if (IsOtherInventory) return Inventory.GetPlayerInventory();
// return the FIRST other Inventory it finds (i.e: The bank), or null:
var otherInventoryUI = FindObjectsOfType<InventoryUI>().FirstOrDefault(ui => ui.IsOtherInventory);
//Check to see if it's not null (should never happen), if it's Active, and if the otherInventory's inventory is valid.
if (otherInventoryUI != null && otherInventoryUI.gameObject.activeSelf && otherInventoryUI.SelectedInventory != null)
{
Inventory otherInventory = otherInventoryUI.SelectedInventory;
return otherInventory;
}
return null;
}
}
}
Once we actually get a solution for this, I’ll go also attempt to solve the lag spikes of the shop, from this thread… I just noticed I have these too
Edit 1: I can’t believe it’s been 12 hours, and I still can’t figure out an alternative solution to a stupidly easy algorithm… -_* (WHYYY )
Edit 2: A little bit of an update. I ended up using this Algorithm:
// ------------ TEST AREA: Rewriting the 'Redraw()' algorithm, so that the banking and/or inventory moving stuff around, works faster --------------
int playerInventorySize;
Dictionary<int, InventorySlotUI> inventorySlotCache;
private void Redraw()
{
int sizeCheck = selectedInventory.GetSize();
if (inventorySlotCache == null || playerInventorySize != sizeCheck)
{
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
inventorySlotCache = new Dictionary<int, InventorySlotUI>();
playerInventorySize = sizeCheck;
for (int i = 0; i < playerInventorySize; i++)
{
var itemUI = Instantiate(InventoryItemPrefab, transform);
inventorySlotCache[i] = itemUI;
itemUI.Setup(selectedInventory, i);
}
// Set content window to show top row
transform.localPosition = new Vector3(transform.localPosition.x, 0, transform.localPosition.z);
}
foreach (KeyValuePair<int, InventorySlotUI> inventorySlot in inventorySlotCache)
{
var itemUI = inventorySlot.Value;
itemUI.Setup(selectedInventory, inventorySlot.Key);
}
}
// ---------------------------------------------- END OF TEST --------------------------------------------------------------------------------------
But there’s a major problem. Whilst it works well for Drag and Drop, and clearly it reduces the time to drag and drop stuff around, this algorithm flat out blocks inventory slots from ever being effective for “Click-to-Equip”, after the first time we use the inventory slot. In simple terms, you click it once, it works. You click it again, it’s never going to work, regardless of what you do, and this goes for both the bank and the inventory…
What’s going on here? I’m just trying not to accidentally destroy my entire project to a point of beyond-repair
You said you would back up the project, so it will not be beyond repair. Unfortunately, you have added so many extra things that a solution for the lag based on the standard project will require a lot of extra work. You have all of tools in front of you. Take a break, go for a walk, read a book. Do something else for an hour or two and then come back to it. Your subconscious mind works better on problems like this if you conscious mind is distracted.
I wrote that almost a day ago, Ed… Obviously I took an hour break (I just came back 30 minutes ago), and obviously I have a backup of my work (it takes 25 minutes to make one, not 25 hours )
Well that’s what living on opposite sides of the globe will do
wait till you see the new magic effect I discovered trying to get this algorithm to work… Inventory sizes are now getting multiplied the more I touch them
Totally nothing suspicious going on here
kinda disagree with this one tbh… What makes a simple algorithm work, and a slightly more complex version fail? I’m 99% sure something new is responsible for this problem, but I’m struggling to wrap my head around what’s going on in that algorithm, so I don’t know how to fix it (yet)
Edit 1: OK I don’t think I see where the problem is… The half before the final ‘foreach’ loop of the new algorithm pretty much never gets called after you pickup the first item
Edit 2: Looks like it’ll only go to the first if statement when you’re picking your first item up, but most of the time it’ll just skip to the foreach loop at the bottom of the function (and the number of logs coming out of this are quite large, 100 calls, and that’s exactly 2x the size of my Player’s Inventory)… Something fishy is going on
Edit 3: Tested the system as-is outside of the engine, don’t think I need performance optimization measures tbh… I’ll just fully test the game as-is for now
Edit 4: No Shop Optimization issues either (now I remember I solved this with Brian before), just a “Shop won’t open for some reason after a bit of gameplay, unless you “Save and Quit” and return to the game” issue (haven’t solved this one with Brian yet)
I got some ally enemy logic to work. Right now, they can intelligently hunt down the enemies of the player. As simple as the algorithm was, it took me an insanely long time to get it right… Sooner or later, I’ll fix a few weird bugs and then get them to enter and leave the player’s AggroGroup through conversations
Hello, I’m trying to integrate this by my self since my code is already completely different from the rpg course at this point however I’m still a beginner and i cant figure out one thing, since this is my first experience with the new input system i was wandering if
----- there’s a way to make the y of the camera (zoom in zoom out ) change with the mouse scroll and leave only the x on mouse delta ?
the third person course and the guide here as far as i notice use the mouse delta for the y and i don’t see an option when i add the script.is there a different input script i need to add to the camera?
the game I’m making is still using a top down view .