Forum rules - please read before posting.

ABABAB

About

Username
ABABAB
Joined
Visits
948
Last Active
Roles
Member

Comments

  • 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.
    in Game Jams? Comment by ABABAB February 18
  • @ChrisIceBox Hi! Just wanted to bump this in case :)
    in Game Jams? Comment by ABABAB February 16
  • Awesome, thank you so much! :)
  • Whoohoo! So happy to hear it @Bedroomdev ! I hope @TheBear this solution can also work for your project?
  • My pleasure, and thank you so much for your help! 😃
  • 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…
  • @TheBear if you don't mind me asking, can I see screenshots of the error you are getting?
  • @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…
  • For reference, it looks like the controller "cursor" and the mouse cursor are different things, but the "controller" cursor is invisible.
  • 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?
  • Sorry just saw this -- the menu is paused! It looks like using Menu: Select element also doesn't work unfortunately.
  • 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…
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.