Drag and drop in Unity UI - create your own inventory UI!

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  • Опубліковано 2 гру 2024

КОМЕНТАРІ • 187

  • @CocoCode
    @CocoCode  Місяць тому

    Want to learn how to create advanced Inventory UI?
    👉 Check out my newest course, Master Unity UI ➡ bit.ly/cc-unity-ui-114
    It’s packed with everything you need to create awesome UI ✨🎨

  • @luluskuy
    @luluskuy Рік тому +6

    Just from the first few second I watch your video, I already know your tutorial was extraordinary. Then I got to 04:50 mark. I was wrong, it was more than that! This is the type of tutorial that everyone hoped to see when they need one.

    • @CocoCode
      @CocoCode  Рік тому +4

      Thank you! I spend a few hours on those animations ;)

  • @bertiedev6478
    @bertiedev6478 Рік тому +45

    For anyone that wants the items to swap slots when dropping on a full slot here is how.
    public void OnDrop(PointerEventData eventData)
    {
    if(transform.childCount == 0)
    {
    GameObject dropped = eventData.pointerDrag;
    DraggableItem draggableItem = dropped.GetComponent();
    draggableItem.parentAfterDrag = transform;
    }
    else
    {
    GameObject dropped = eventData.pointerDrag;
    DraggableItem draggableItem = dropped.GetComponent();
    GameObject current = transform.GetChild(0).gameObject;
    DraggableItem currentDraggable = current.GetComponent();
    currentDraggable.transform.SetParent(draggableItem.parentAfterDrag);
    draggableItem.parentAfterDrag = transform;
    }
    }

    • @Hashishin13
      @Hashishin13 Рік тому +1

      Very helpful I hope it gets pinned.

    • @Fr33zE_YT
      @Fr33zE_YT 5 місяців тому +1

      Thank you so much!!!

    • @n0v3g4plays3
      @n0v3g4plays3 5 місяців тому +3

      Very nice! I cleaned it up a bit, this does the exact same:
      public void OnDrop(PointerEventData eventData)
      {
      GameObject dropped = eventData.pointerDrag;
      DraggableItem draggableItem = dropped.GetComponent();
      if(transform.childCount != 0)
      {
      GameObject current = transform.GetChild(0).gameObject;
      DraggableItem currentDraggable = current.GetComponent();
      currentDraggable.transform.SetParent(draggableItem.parentAfterDrag);
      }
      draggableItem.parentAfterDrag = transform;
      }

    • @mariejossiejn4648
      @mariejossiejn4648 18 днів тому +1

      Te amo wey

  • @Santanu_Pal
    @Santanu_Pal Рік тому +11

    Your teaching process is so clear and simple and very logical fold by fold.
    Appreciate your hard work. Looking for more videos for you.

  • @brandonmitchell-kiss2533
    @brandonmitchell-kiss2533 10 місяців тому +2

    This is one of the best tutorials I've ever seen for unity! Great teaching skills here!

  • @piotrszymanski8325
    @piotrszymanski8325 Рік тому +5

    M8, you are one of the best! Everything showed, everything explained, nice clean and neat, without speeding and uselest trash talking, keep on going! Fingers crossed for your success!

    • @CocoCode
      @CocoCode  Рік тому +1

      Thank you very much! Dzięki! 🎉

  • @robertmcgraw2393
    @robertmcgraw2393 2 роки тому +25

    THANK YOU SO MUCH!! I am self-taught and I've been working with Unity and C# part time for the past couple of years! The inventory system is something that I have not found a decent tutorial on that didn't feel like a big pile of spaghetti!! You are SO clear and precise with your explanation of the "drag and drop" portion (which had always given me the most headaches)! I am definitely going now to watch your full inventory tutorial! I appreciate you SO SO much for helping me get over this massive hurdle!!!

  • @lagrangepoint9386
    @lagrangepoint9386 Рік тому +2

    My guy, you have criminally few subscribers for such amazing content.

  • @meenuchan7946
    @meenuchan7946 Рік тому +2

    Thank you so much for this awesome tutorial. In my game, I had text as a child for my draggable item. I wondered whether raycast target will work or not. But it worked well.

  • @DwarvenStudios
    @DwarvenStudios Рік тому +2

    Thank you so much, I was watching the full inventory tutorial but the dragging didnt seem to work, watched this tutorial and now everything works PERFECTLY.
    On a side note, if anyone wants have more GO's like buttons under their items, dont add the grid layout group and just add an
    transform.position = parentAfterDrag.position at the BEGGINING of the onEndDrag method. If you add it in the end it will just offset your item which you do not want.

    • @Aggroknight62
      @Aggroknight62 4 місяці тому

      DUDE YOU'RE AMAZING. That somehow has my object snapping back to it's original place, where the whole Grid Layout wasn't doing anything. You're a legend!

    • @DwarvenStudios
      @DwarvenStudios 4 місяці тому

      @@Aggroknight62 Glad I helped you! Funnily enough, I will have to re implement this later in Godot and then in UE5 (our current new main engine). I dont even know what I wrote now as after a big break of working, though I do recall this issue in some slight manner.

  • @StealthyShiroeanGames
    @StealthyShiroeanGames 10 місяців тому

    Thanks for this tutorial! I had no idea that Unity had these interfaces built-in. It's pretty cool how relatively easy it is to make a drag & drop system like this!

  • @tahahamifar
    @tahahamifar 4 місяці тому

    this video is absoulte Magic! better than any other tutorial about Drag & Drop system in youtube.

  • @wyrda2452
    @wyrda2452 Рік тому +2

    This was a beautiful Unity UI tutorial series. Hoping to see more!

  • @tower1990
    @tower1990 8 місяців тому

    The cleanest explanation on UA-cam. Thank you so much sensei!
    My stupid brain still don’t understand fully why the ray cast matters. As OnDrop should be triggered when a draggable item is released and dropped onto it. It should detect whatever object that’s colliding with it, and not the position under our mouse pointer. Strange.
    Hopefully someone from the community could kindly explain the logic behind. Thank you!

  • @argentumstaar
    @argentumstaar Рік тому +2

    I love you so much already! You helped me with something that no other tutorial I've found could, and in such a clear and elegant way too! ^^
    I subscribed.

  • @chiekokurokumo
    @chiekokurokumo 11 місяців тому

    Agreed with statements above. Everything was so well laid out and explained so well. I appreciate this a ton!

  • @jagdpanda
    @jagdpanda Рік тому +2

    if you're struggling to get this to work on a screen space - camera canvas, try getting the hit.point of a raycast screenpointtoray in the ondrag event to put the item at

  • @steved.1091
    @steved.1091 2 роки тому +2

    You earned yourself a new subscriber. I've been following your content for some time, and it seems to me that you're quite knowledgeable in Unity's UI side of things. Keep up the good work 👍👍👍

  • @arnebiermann4858
    @arnebiermann4858 Рік тому +1

    Holy Shit.. Your explanations, especially the ones with custom animations are so damn good!
    Thanks bro :D I understood all of that very well :)

  • @Crowbar
    @Crowbar 7 місяців тому

    Exceptional tutorial! Really nice graphic design elements!

  • @Jimaniki
    @Jimaniki 2 роки тому +1

    Yeahhhh you're back !
    Thank you !

  • @ДимаРусика
    @ДимаРусика 2 роки тому +1

    Best drag and drop tutorial

  • @kotokk
    @kotokk Рік тому +10

    I can not seem to understand. When I try to drag an item it disappears and then teleports back to its position when I release. I made sure that our codes are the same and everything else basically. But it just doesn't work...

    • @jpikachups
      @jpikachups 10 місяців тому +1

      Probably thats because of the "transform.SetParent(transform.root)" when you begin dragging, your item goes directly to the root of your hierarchy that is not even on canvas. Your item just need another parent inside of the canvas hierarchy.
      Instead of this, lets say you can create a new variable with "public Transform goose" and assign with any object on this canvas, then you change the line with "transform.SetParent(goose)". Now it should be working, goose is a very kind parent

    • @JohnWLivingston
      @JohnWLivingston 4 місяці тому

      Had this issue. I deleted my item object and created an new one and it worked. Maybe try that?

  • @psychoink
    @psychoink Рік тому

    Your movies are just outstanding. Amazing job ;)

  • @2kool4programmingschool
    @2kool4programmingschool Рік тому

    Thanks for teaching me this! Just like Sam Hogan’s Cellular Automata-inspired game, i’m making a Level Maker in Unity.

  • @florykakaa300
    @florykakaa300 2 роки тому +2

    awesome animation!easy to understand

  • @MrZtapp
    @MrZtapp Рік тому

    As always, great tutorial

  • @kyleme9697
    @kyleme9697 2 роки тому

    Wow that was great. Who knew it was so complicated :)

  • @jjs5072
    @jjs5072 9 місяців тому

    Excellent tutorial! Instant Subscribe!

  • @ghostisbusy2170
    @ghostisbusy2170 Рік тому +3

    the eventsystems engine literaly just dosent work, is there any work around? What do i do???

  • @EarthCrossers
    @EarthCrossers 5 місяців тому

    Great video super easy to follow.

  • @HeyImGlen
    @HeyImGlen Рік тому

    This is one fantastic tutorial

  • @vitriolicAmaranth
    @vitriolicAmaranth Рік тому +3

    Can't you just change layer order to solve the "sliding under slot" problem (by adding a canvas component to the object to gain control over the layer sorting)?
    Which is not to diminish the value of this video with a nitpick. Much more clear and educational than most tutorials. I've been devouring courses about making inventories, including paid ones, because it's the first thing I've encountered that has given me trouble and felt especially complex for what seems like a simple feature, and this is one of the best videos I've seen on the subject.

    • @jumpkut
      @jumpkut Рік тому

      you could, but that's not really the problem. the problem is that the slot now contains two items. You don't want that. So either have it be illegal to drop another item, like in the video, or have the items swap places.

    • @CocoCode
      @CocoCode  Рік тому +2

      Thank you for the detailed comment! Please keep in mind that sometimes I need to take shortcuts or simplify things to make tutorials more accessible for beginners. That being said, I am strongly against adding a classic Unity layer sorting. I really like the Unity UI approach to sort order based on hierarchy (like in Photoshop). Also this approach (of changing parent on the start of the drag) doesn’t sound bad to me - technically when you start dragging item it’s not part of this slot anymore.

    • @lpa9189
      @lpa9189 Рік тому

      Good point. However, you can't move a canvas directly. You'll need to parent the movable object by an object with a canvas. You can then modify the sorting layer of the parent canvas.

    • @vitriolicAmaranth
      @vitriolicAmaranth Рік тому

      @@CocoCode Yeah, when I had time later I tried my solution and it didn't work perfectly in all use cases anyway. Yours seems to work consistently across each UI I've used it in so I don't think I was right to nitpick it in the first place.
      Between the help I got from your video with the drag and drop functionality and picking apart some inventory examples from other people to work out the advantages and disadvantages of different data structures and how to design things for my own game I'm happy to say my inventory system is complete and I'm already a week deep in making a complex alchemy system, which is super easy with an inventory system that already works well.

    • @vitriolicAmaranth
      @vitriolicAmaranth Рік тому

      @@jumpkut I was talking specifically about when the item "slides under" the slots when you pick it up, but I went with the latter solution. That part was very simple to program, though. There is probably an even simpler way but my first attempt worked perfectly so I haven't messed with it afterward. I simply cached each item's index in the inventory array as well as each item's parent slot, then assigned item 1's parent transform (slot) and index to item 2 and vice versa.
      Edit: And a minute ago I incidentally learned about using tuples to do the same thing, reducing 7 lines of code to 2 lines of code.

  • @adirmugrabi
    @adirmugrabi Рік тому

    thank you very much for this amazing vid!
    i did it a bit different, but i still learned alot

    • @adirmugrabi
      @adirmugrabi Рік тому

      this is my on drop:
      public void OnDrop(PointerEventData eventData) {
      var other = eventData.pointerDrag.GetComponent();
      other.transform.SetParent(transform.parent);
      transform.SetParent(other.lastParent);
      other.lastParent = null;
      }
      it swaps items when you drop one into another.

  • @frog2091
    @frog2091 Рік тому +28

    If your item is being transferred to some crazy (30000000, 300000) coordinate once you implement the "transform. Position = Input.mousePosition" you might need to get to change it to "cameraNameExample.ScreenToWorldPoint(Input.mousePostition)" but as a new Vector 3 so you can ignore the Z axis.

    • @ThemthingShorts
      @ThemthingShorts Рік тому +1

      thank you soooo much bro u saved me

    • @SportsGames_Lover
      @SportsGames_Lover Рік тому

      But it's still not wortking

    • @jamieschooling7631
      @jamieschooling7631 Рік тому +1

      It's probably easier to just use transform.position = eventData.position;

    • @boombox8408
      @boombox8408 Рік тому

      @@jamieschooling7631 It didn't worked

    • @oldshamen
      @oldshamen Рік тому

      You could also just use the position from the eventData that is passed as a parameter to the OnDrag method :)

  • @emreucmaz3956
    @emreucmaz3956 3 місяці тому

    Great explenation. Thank you so much!

  • @lolol-kt6vp
    @lolol-kt6vp 2 роки тому

    Amazing tutorial! Happy to subscribe you

  • @svenbtb
    @svenbtb 6 місяців тому +1

    This is a nice quick tutorial, but it's not really great for the Item and the Slot to be so tightly coupled (meaning that the scripts "know" too much about each other). It's better to just make a simple "SetNewParent" method on the DraggableItem, and then simply calling that method from the Slot instead of directly setting it like in this vid. I also recommend doing some kind of error checking, like ensuring that that the dragged item actually HAS the DragItem component, otherwise your game could crash (or throw errors). This is easy to fix with a simple
    if(droppedObject != null && droppedObject.GetComponent()) {//code to set new parent here}
    you also don't have to set image as public, just give it [SerializeField], this will let you edit it in the unity Editor without having to (needlessly) make it Public (which lets other objects mess with that data)

  • @mmokzlrsn
    @mmokzlrsn Рік тому

    great instruction and demonstration i subscribed and liked

  • @ROCKSMASHER
    @ROCKSMASHER Місяць тому

    Thank you it helped me a lot

  • @Klarified01
    @Klarified01 Рік тому +2

    Thanks! I have a question though. When I implement snapping, the item glitches to where the mouse is and where the inverntory slot is. It does not snap back when the mouse button is released, instead it teleports constantly between item slot and mouse position during dragging. Can you help with that?

  • @TricoliciSerghei
    @TricoliciSerghei Рік тому

    Thank you, very you have great tutorials! ;)

  • @Schmartköppe
    @Schmartköppe Рік тому +3

    I need help, i can drag the item but it disappears in the game view instantly und never comes back :(

    • @Wabbel
      @Wabbel Рік тому +1

      same problem

    • @ObiGobiGames
      @ObiGobiGames 10 місяців тому +1

      Same here
      @@Wabbel

  • @khaelus_dev
    @khaelus_dev Рік тому +6

    I have done the swap items logic. In case anyone is interested.
    public void OnDrop(PointerEventData eventData)
    {
    if(transform.childCount == 0)
    {
    Debug.Log("DROPPED");
    GameObject dropped = eventData.pointerDrag;
    DraggableItem draggableItem = dropped.GetComponent();
    draggableItem.parentAfterDrag = transform;
    }
    else //swap items
    {
    Debug.Log("Swap items)");
    GameObject dropped = eventData.pointerDrag;
    DraggableItem draggableItem = dropped.GetComponent();
    Transform originalParent = draggableItem.parentAfterDrag;
    // Swap
    Transform itemInSlot = transform.GetChild(0);
    draggableItem.parentAfterDrag = transform;
    itemInSlot.SetParent(originalParent);
    dropped.transform.SetParent(transform);
    itemInSlot.SetAsLastSibling();
    }
    }

  • @gameplayguide2299
    @gameplayguide2299 Рік тому

    My item is going out of the canvas when i am dragging it i did just like in 6:15 but its not working please any solutions for this

  • @Grinwa
    @Grinwa 2 роки тому +5

    Thank you ❤️
    Can you please do a video or just explain how to get info of the object stored in the table when you drag n drop it there
    And store that info to costume class
    Something like inventory so i need to track each item on it thanks

    • @CocoCode
      @CocoCode  2 роки тому +3

      I’m working on the inventory video - it will be out by the end of the month 🎉

  • @davekene
    @davekene 2 роки тому +1

    Great video!

  • @muhammedhatay2451
    @muhammedhatay2451 2 роки тому +1

    You're goddamn hero! Thanks!

  • @DeveloperJake
    @DeveloperJake 2 роки тому +2

    Ohh this is cool

  • @arisaek7764
    @arisaek7764 Рік тому

    Great tutorial!

  • @anneprocter
    @anneprocter Рік тому

    Very helpful!!! Thank you!

  • @erkankumral8988
    @erkankumral8988 Рік тому

    Best explanation.. Thank you.

  • @duongphuonggiao
    @duongphuonggiao 6 місяців тому

    I love you so much already!

  • @FireRingStudio
    @FireRingStudio Рік тому

    You are a genius, thank you so much!

  • @Tobyyx3
    @Tobyyx3 Рік тому +4

    Hello, first of all, thanks for the great tutorial!
    My question is, if i have a draggable Item that has one or more children e.g. a text, the snapping does not seem to work. Do you have a solution for this problem?
    Edit: I found it myself: by disabling the target raycast property of the text element.

  • @pantheroathz4734
    @pantheroathz4734 4 місяці тому

    3:18 Idk what I did wrong as I followed every step, but My VS doesn't show me any options to "Implement Interface" when I click on "quick actions and "refactorings" Is there maybe a certain installment missing?

    • @pantheroathz4734
      @pantheroathz4734 4 місяці тому

      also IDragHandler etc is not in colour in my code?

    • @willowAHH
      @willowAHH 3 місяці тому

      I had trouble with this too, The way I fixed it is to just type it out by myself, and make sure you have "using UnityEngine.EvenSystems;" At the top of your script

    • @pantheroathz4734
      @pantheroathz4734 3 місяці тому

      @@willowAHH I'll try this, thank you

  • @انار-ف1ع
    @انار-ف1ع Рік тому +2

    quick actions and refactoring in vs code is not showing for me, idk why, can anyone help me?

  • @FernandoMontenegro-bc9gh
    @FernandoMontenegro-bc9gh Рік тому +2

    You have a video if you want swaping items ??

  • @ScantSword
    @ScantSword Рік тому

    INCREDIBLE!

  • @gdemonjoyg9396
    @gdemonjoyg9396 Місяць тому

    Hey man I got a question
    If I want to duplicate the balls when i drag them how can I do it? BTW, great tutorial

  • @chaostellar
    @chaostellar 2 роки тому +1

    amazing, thanks

  • @Derkells
    @Derkells 10 місяців тому +2

    When I drag and drop my x / y values of the object go from ~25 instantly to over 5,000 in each value making the image disappear, any suggestions?

    • @ObiGobiGames
      @ObiGobiGames 10 місяців тому

      This actually happens to me too. I'm not sure why.
      This is my code:
      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      using UnityEngine.EventSystems;
      public class InventoryItem : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
      {
      public Transform parentAfterDrag;
      public void OnBeginDrag(PointerEventData eventData)
      {
      Debug.Log("Begin");
      }
      public void OnDrag(PointerEventData eventData)
      {
      transform.position = Input.mousePosition;
      }
      public void OnEndDrag(PointerEventData eventData)
      {
      Debug.Log("EndDrag");
      }
      }
      I've tried debuging the Input.mousePosition and it looks normal but when I actually am dragging the item around the X/Y values are insane (Like 61,222 and similar for the Y)
      Any help on this would be awesome. glad Im not the only one

    • @jjs5072
      @jjs5072 9 місяців тому +1

      @@ObiGobiGames
      @QuailValleyBoyz
      If you are still having issues with this, it seems to be a problem with the coordinate system used by the mouse vs the coordinate system of the canvas: the mouse uses the World Coordinate system, while the UI object uses the canvas coordinate system (local). Read the position value of the mouse and compare it to the position value of the item. If hey are different (even if the mouse is hoovering right over said item) then that's the issue.

    • @chaosroninofmagic1055
      @chaosroninofmagic1055 7 місяців тому

      it happen to me too Really want answer some body help please
      🥺

    • @jjs5072
      @jjs5072 7 місяців тому

      @@chaosroninofmagic1055 If I remember correctly, that issue happened because you are taking (x,y) coordinates from the object in relation to the canvas, and when you drop it, Unity transforms those values to world coordinates. It was something like that.

  • @kureselgelistirici3121
    @kureselgelistirici3121 Місяць тому

    You are wonderful 👏

  • @TegridyMadeGames
    @TegridyMadeGames Рік тому

    amazing, thank you.

  • @ClarkMcAuslin
    @ClarkMcAuslin Місяць тому

    What code editor do you use? Im trying to get into gameDev but arent too keen on Visual studio

  • @filemissing5703
    @filemissing5703 Рік тому +1

    how do i apply a filter to a certain slot so it will only accept a certain item?

  • @yudayou2646
    @yudayou2646 Рік тому

    THANK YOU SO MUCH!!

  • @candyyyq
    @candyyyq Рік тому +1

    How to make Item appear not only over it's parent slot, but during dragging, over every slot?

  • @christopheradams2405
    @christopheradams2405 5 місяців тому

    THANK YOU!

  • @Shonia
    @Shonia Рік тому

    Nice animations!

  • @Vinicius-zu3nx
    @Vinicius-zu3nx Рік тому

    Thank you!

  • @ErfanUnityEnglish
    @ErfanUnityEnglish Рік тому

    Very nice

  • @RichOrignisl
    @RichOrignisl 2 роки тому

    Nice video! :)

  • @LIDOGAMES
    @LIDOGAMES Рік тому

    Really Simple 👍

  • @SpringDavid
    @SpringDavid Рік тому

    Question: Is possible to make a tetris inventory system (ala escape from tarkov) with this?

  • @linhdev99
    @linhdev99 8 місяців тому

    thanks

  • @amyjansevanvuuren2016
    @amyjansevanvuuren2016 Рік тому

    If I want this to work between two different parent groups (for example, dragging and dropping between your inventory and a chest), how will I go about this?

  • @asp_kley
    @asp_kley Рік тому

    Please help me here's my error : argumentnullexception: value cannot be null.
    by the way when i'm dragging my object disappears

  • @dylansmith5264
    @dylansmith5264 Рік тому

    I got it working for the most part, I can move all of them, except for the first one, it just snaps back to its original slot for some reason. Rewatched the vid three times, any clues?

  • @gothicdash
    @gothicdash Рік тому +3

    Am I wrong or you are using 'image' without assigning it?
    Why you have no errors??

    • @olpacheco
      @olpacheco Рік тому

      You proobably forgot to assign it on the editor

  • @andresaraya5198
    @andresaraya5198 Рік тому +1

    can you make a second video where you show us how to add stacks for your items? It would awesome if you can show us.

    • @CocoCode
      @CocoCode  Рік тому +1

      Here you can find a full inventory tutorial (that includes stackable items): ua-cam.com/video/oJAE6CbsQQA/v-deo.html

    • @andresaraya5198
      @andresaraya5198 Рік тому

      @@CocoCode thank you so much :D I really needed this

  • @diogofreitas1023
    @diogofreitas1023 Рік тому

    Thanks

  • @Crafted_Tales
    @Crafted_Tales 2 роки тому +2

    can you make level lock and unlock pleaaaaaaaaase

  • @carloslecina9029
    @carloslecina9029 Рік тому +1

    Hello, thx for the tutorial. But It doesn't seem to work at all on Unity 2020 LTS, I don't know why. I follow every step you did. When I drop an item, it always go back to its original slot. My code is 100% equal to yours, no change at all. Can you figure out what's happening, please?

    • @RSinist-12
      @RSinist-12 Рік тому

      Did you ever find a solution for this? I'm having the same issue.

    • @RSinist-12
      @RSinist-12 Рік тому

      Not sure if you were having the same problem as me, but I hadn't added the InventorySlot component/script to the inventory slot prefab to ensure it was on all inventory slots..

    • @carloslecina9029
      @carloslecina9029 Рік тому

      @@RSinist-12 Yes, mostly. I had to rely solely on OnEndDrag and remove any OnDrop method instead. It's quite dirty and I don't like it, but it "works"...

  • @finesseandstyle
    @finesseandstyle Рік тому

    I feel like click once and it drags until you click again is more intuitive like in Minecraft. Pure drag and drop has fewer use cases. Anyway I learned enough to behave like that so thanks

  • @rrainix
    @rrainix 4 місяці тому

    you could use internal instead of [HideInInspector] public

  • @saishsawant7410
    @saishsawant7410 Рік тому

    This is pretty awesome, but what if i want to use merge system , i want to merge two items ?? how to go about that?

  • @didikong6333
    @didikong6333 10 місяців тому

    How can I implement Drag and Drop with 2D Objects instead of UI Images?

  • @bharatgupta1937
    @bharatgupta1937 Рік тому +1

    The type or namespace name 'DraggableItem' could not be found (are you missing a using directive or an assembly reference?)
    Getting this error. IDK why. I'm new to this line of work
    Can someone help me? I'm using 2021.3.17f1

    • @ReaganSSS
      @ReaganSSS Рік тому +2

      Hi Bharat, that specific line of code is referencing a separate "DraggableItem”. Essentially Unity is looking for the script titled “DraggableItem” but is unable to find it. Likely what you have done is named your script something different from what was shown in the video. You can fix this error by writing the name you have given to the script instead of “DraggableItem” since that is likely not a script that exists in your project. For example, I named my first script “Drag” instead of “DraggableItem”, so I needed to change the code to reference the Drag script instead. Hopefully you found this helpful and were able to understand it. If you have further questions feel free to ask and I will try my best to reply.

    • @bharatgupta1937
      @bharatgupta1937 Рік тому +1

      @@ReaganSSS that makes sense now. Thank you :D

  • @mattwalton431
    @mattwalton431 2 місяці тому

    i am very new to programing and do not understand why i am not given any suggestions when typing int the public class line any advice?

  • @kozavr
    @kozavr Рік тому

    Wouldn't be easier to use EventTrigger Component?

  • @NURULALIASYAHIRABINTIMOHDTAIM
    @NURULALIASYAHIRABINTIMOHDTAIM 6 місяців тому

    Snapping part 7:22 , i don't have prefab

  • @chaosroninofmagic1055
    @chaosroninofmagic1055 5 місяців тому

    i feel like some time i drop its not snap i feel raycast doesnt work well

  • @tadeasnapackach4496
    @tadeasnapackach4496 Рік тому +1

    can u please give me a "ivnentoryItem" script ? I cant find the option there

  • @dragonarc_gaming
    @dragonarc_gaming Рік тому

    Thank you so much for the tutorial. Can I asked for some help though? I was using your drag and drop, but instead of image, I use textmeshpro - text(ui). On the TextDrag script I changed all the image into TextMeshProUGUI and it gives no error in dragging. The problem is placing it into the slot. It keeps giving this error:
    NullReferenceException: Object reference not set to an instance of an object
    InventorySlot.OnDrop (UnityEngine.EventSystems.PointerEventData eventData) (at Assets/Script/InventorySlot.cs:14)
    in the script, it was this line:
    draggableItem.parentAfterDrag = transform;
    what do I need to change to make it take the text?
    Thanks in advance 🥰

    • @dragonarc_gaming
      @dragonarc_gaming Рік тому

      oh nvm, I just called the wrong script in my InventorySlot script 😋

  • @noniceq2096
    @noniceq2096 7 місяців тому

    Input.mousePos teleport to some weird places like 385101.8 when value is 486

  • @huninagy3198
    @huninagy3198 Рік тому

    Which element is Bacground and Box ?

  • @AlbertoBerito
    @AlbertoBerito Рік тому +2

    I loved the tutorial, but how could I make items swap slots by placing one on top of the other? I have no idea I really need help.

    •  Рік тому +3

      if (transform.childCount == 1)
      {
      child = this.gameObject.transform.GetChild(0);
      DraggableItem draggableItem = eventData.pointerDrag.GetComponent();
      child.SetParent(draggableItem.parentAfterDrag);
      draggableItem.parentAfterDrag = transform;
      }
      Look the inventory tutorial

  • @timed3027
    @timed3027 Рік тому

    I can't right click to implement interface, there is no option to implement it.Even I use Crtl+. there are no quick solution. What should i do?

    • @finesseandstyle
      @finesseandstyle Рік тому

      Check if you have Miscellenous Files under your Visual Studio project instead of Assembly-CSharp

  • @peterm5187
    @peterm5187 Місяць тому

    I had the problem that the item disapears, but snaps at the correct place (x,y) with a high strange z value (of -1600) and wont be visible anymore.
    This is the code which fixes my problem, figured out by Chat GPT after some querys discribing my problem and observations:
    public void OnBeginDrag(PointerEventData eventData)
    {
    parentAfterDrag = transform.parent;
    // Ensure the object is reparented to the root Canvas (or stays in the correct sorting layer)
    Canvas canvas = GetComponentInParent();
    transform.SetParent(canvas.transform);
    // Set as last sibling so it stays on top
    transform.SetAsLastSibling();
    image.raycastTarget = false; // Disable raycast during drag
    }
    public void OnDrag(PointerEventData eventData)
    {
    RectTransformUtility.ScreenPointToLocalPointInRectangle(
    transform.parent as RectTransform,
    eventData.position, // Use eventData.position instead of Input.mousePosition
    eventData.pressEventCamera,
    out Vector2 localPoint
    );
    // Update the local position
    transform.localPosition = new Vector3(localPoint.x, localPoint.y, 0);
    }
    public void OnEndDrag(PointerEventData eventData)
    {
    // Return to the original parent
    transform.SetParent(parentAfterDrag);
    // Reset z position to 0
    Vector3 position = transform.localPosition;
    position.z = 0;
    transform.localPosition = position;
    // Re-enable raycast after dragging
    image.raycastTarget = true;
    }