Definitely makes sense! Thank you for the heads up, excited to continue to use the engine for games regardless! :)
Hoping all is going well for you at this time.
Updating this thread since I finally found a solution thanks to community support from here, Unity, and my beta-testers! :)
So it turns out I needed to actually check for the input and do a callback, and I could easily get away with the old input s…
Also another thing -- did you upload your game build to steam and try from there? Or are you just using Unity?
I'm also wondering if you've seen these just as sanity in case --
https://github.com/rlabrecque/Steamworks.NET/issues/642
https://stacko…
@ChrisIceBox
Was also able to create a video, deleted a few things from drive so things could free up.
The first part is me using the keyboard / mouse, where things are working as expected. The second part is where I'm using a controller, where th…
Got it, thank you!
I went ahead and used the package + I set things up -- however, I noticed a few issues.
It looks like I'm unable to hover over the input fields correctly, and it looks like while my cursor is moving, it doesn't follow the game …
I'm hoping to just generalize it to all gamepads, while still allowing users to use keyboard / moust input. -- I'm a bit confused as to how to integrate this plugin into AC.
How would our custom inputs be able to be mapped (e.g: ToggleInventory, a…
Sorry I'm still a bit confused actually -- so do I need this package, or for that matter, the new input system, for Unity playmode to allow controller input?
Or can I get away with Unity legacy input somehow?
If it helps, this is the asset file of my current input manager (the legacy input): https://drive.google.com/file/d/10wE3JG-JxG1jcKM3b1XIz8L-pfFTLk23/view?usp=drive_link
And this is just a summary of the various functions according to the steam lay…
@ChrisIceBox
So it looks like I might have to add an input mapping into unity. I think this is with the new input system. Where I'll have to define controller actions.
I'm a bit confused as to how I can link / translate the AC default controls + t…
Hi Chris,
Just pulling from my last message -- the menu is paused!
(Quote)
So should I additionally turn on the menu in the "Action Menu: Turn On" action list?
Sounds good -- I rolled back but strangely it didn't work either :(
Just in case, I readded the directives, but I went ahead and asked the Steamworks developer forums just in case, since it looks like the API functions are not throwing any errors -…
Thank you!
Hm -- so it looks like I'm still having trouble with the getting the virtual keyboard to show up in the first place.
If it helps, this is how I'm attaching the script component (on my TMP_InputField element in the AC menu prefab):
http…
@TheBear Sorry this got lost in the cracks -- did you figure it out by any chance?
Let me screenshot what I have just in case!
https://drive.google.com/file/d/1L5k16MjWlOR274BXddW0F3lRhzLg2cE8/view?usp=drive_link
https://drive.google.com/file/d/1…