First of all, thanks @Tony for developing these assets with all the documentation and examples! It's a bit of a learning curve for me (senior dev, but new to Unity), but I'm seeing real progress after 2 days, and the goal of having my first quest fully implemented is getting closer

In my 2D game, I would like a subtle highlight behind usable objects when the player is close by, and no text.
I got it working, but I have 2 questions to help me understand why it only works one way:
1. What's the difference between Standard Usable UI and Standard UI Selector Elements?
2. Why does my custom Basic Standard Usable UI's canvas only get enabled if I use Standard UI Selector Elements on it, but not with Standard Usable UI? If I use Standard Usable UI, I get the following warning in the console:
Code: Select all
Dialogue System: SelectorUseStandardUIElements can't find a StandardUISelectorElements component in the scene.
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
PixelCrushers.DialogueSystem.SelectorUseStandardUIElements:Start () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Standard/Selector/SelectorUseStandardUIElements.cs:69)
- The Player GameObject has a Proximity Selector and a Selector Use Standard UI Elements component.
- The usable object has a Usable component, which is correctly detected by the Proximity Selector.
- The usable object has a child which is an instance of my duplicated Basic Standard Usable UI. This has a Standard UI Selector Elements component (works). But it won't work and never enables the canvas with Standard Usable UI.
- I disabled Instantiate Prefabs in DM, so no Basic Standard UI Selector Elements is created.