Hello!
I just downloaded the latest Unity 6 and bought the adventure Creator (1.83) plugin
I started following the 2D primer tutorial and I am having some issues right of the bat.
I am not getting any kind of cursor or menus.
I get this error on the Console:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Input.get_mousePosition () (at <7392f0fe1c014b608788bdeecdaad64d>:0)
AC.PlayerInput.InputMousePosition (System.Boolean _cursorIsLocked) (at Assets/AdventureCreator/Scripts/Controls/PlayerInput.cs:1719)
AC.PlayerInput.UpdateInput () (at Assets/AdventureCreator/Scripts/Controls/PlayerInput.cs:305)
AC.StateHandler.Update () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:186)
I did some research and someone was recommending changing the Active Input handling to both. Project Settings->Player->Other-> Configuration-> Active Input handling.
While it now works I thought asking if that's the way to go!
I continued following the tutorial and I am bumping on more and more issues. For example the change cursor based on interaction doesn't work. It's enabled by default but it won't change to the respective icon depending on the action.
Adding an examine interaction on top of the use interaction won't show them side by side as in roughly 14:35. I only get the use cursor. However right clicking will perform the examine dialogue.
Could those cursor issues have something to do with the above issue?
PS: I tried to run the 2Ddemo and I had the same issue. There was no cursor while in game.
Thank you in advance!
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Comments
Welcome to the community, @StavrosTheiakos.
I've replied to your Youtube comment touching on the same topics, but I'll reply here too so that it can help others with the same issues as well.
The input issue is down to the recently-released Unity 6.1 relying on Input System by default, as opposed to the older Input Manager.
AC supports Input System, but requires an integration to get the two to communicate. You can find this integration over on the Downloads page.
Setting Active Input handling to Both is also a viable option - it means that Input Manager is also supported in your project, which needs no such integration.
Given this change, I am aiming to have AC's next update include the Input System integration and suggest it as a template in the New Game Wizard.
For the cursor issue: what is your Cursor rendering option set to? If it's set to Unity UI, its appearance will be based on the CursorUI prefab shown underneath.
If it's set to Hardware, check your Console window for messages - if a supplied texture isn't of the correct Cursor type, it may report an issue.
While starting out, however, I'd recommend switching this option over to Software, as it's the easiest to work with.
Thank you Chris!