Hello, I am new to AC.
My project has Direct movement method and Keyboard or Controller input method. But the only inputs that work in the game are the movement keys. I cannot interact with highlighted objects or open the inventory with any inputs.
Can anyone help, please?
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https://imgur.com/a/riYqb65
Welcome to the communitym @TongucBodur.
When using Keyboard Or Controller input, interactions are handled with inputs named "InteractionA" and "InteractionB". Are these defined in the Input Manager, and mapped to your keyboard or gamepad?
If so, what is your Hotspot detection method field set to, further down in the "Hotspot" settings panel? Do interactions become possible with "InteractionA" if you temporarily switch your Interaction method to Context Sensitive?
I now set the InteractionA and B inputs in the Input System Package. But it didn't make any change, the keys still don't work. Do I have to somehow implement them in the AC setting as well?
I tried Input Manager, but couldn't figure out how to add input "actions" there. The list inside it is just input "axes".
Here is my screenshot:
https://imgur.com/a/EhAIb5w
I am new in Unity as well as AC. I have several years of experience in other game engines, however. And as you can see, I am now using Unity 6. This is why I am puzzled a little bit.
Thanks for the details.
The issue looks to be that you're using Input System - the name for Unity's new way of handling input - while the legacy Input Manager system is the default used by AC.
The Input Manager can be accessed from the top toolbar under Edit -> Project settings. You will also need to make sure that your project is set up to accept these inputs - which is done from the Project settings' Player, and setting Active input handling to Both.
AC does work with the new Input System, but you'll need to install it as a separate integration package over on the Downloads page. I would recommend, however, sticking with Input Manager first while you get started with AC, as the system and integration does add another layer of complexity into the mix.
I used the Input Manager and made the E and F keyboard keys work for examine and use. But by doing the same thing, the gamepad keys did not work. The gamepad actually works for movement, but I wanted the A and B keys for interaction.
https://imgur.com/a/c2DRZh5
Another thing is, are there any lists for all the AC necessary input keys? For example what would be the name for the open inventory key in the Input Manager?
Gamepad keys are mapped with the naming convention "joystick button 0", "joystick button 1" etc. I'm not sure which exactly relates to A/B, as it'll depend on the controller involved - the newer Input System is more natural at this, but "joystick button 0/1/2/3" should get you by to begin with.
A list of available inputs can be found in the Settings Manager's "Available inputs" panel. When it comes to opening the inventory, there's no standard input - it depends on the way you've set your Menus up.
To have the Inventory menu appear when an input is pressed, select Inventory in the Menu Manager, and set its Appear type to On Input Key. Enter in the name of an input button declared in the Input Manager beneath, and you can then press that button to open/close the Inventory menu.
Thanks for the info.
I already entered the joystick buttons as in your example but it turns out I found the wrong source for the button numbers list on the web. Then I found the list with the actual button numbers and it worked. All the buttons work now.
Thanks again for the help.