The error message is coming from AC, and can be ignored as you want to be jumping through UFPS in this case. The issue could be that your input / project settings were overwritten when upgrading AC.
You should re-import UFPS to restore them to how…
@motoman: You have to create buttons in Unity's Input manager that map to the gamepad's buttons (name them e.g. InteractionUse, InteractionTalk etc). Then enter the names of these buttons into the Alternative input button fields in each Interaction…
@themightyzq: A message in the Console appeared regarding the use texture not being readable, and the Interaction menu wouldn't show. Changing the texture's Texture Type to Advanced and checking Read/Write Enabled solved the issue for me.
The first shot suggests that the pivot is correct - it's how the cursor looks when the root gameobject is selected that's important.
Is this issue specific to just this NavMesh, or is it down to the Player? If you move an NPC about (or a different…
The project as a whole will not be necessary. But if you can create a .unitypackage file (not zip) of the scene, plus your Manager files, PM it to me privately and I shall take a look.
Indeed, control is the larger issue here - as every platform is different. We do, however, now have the ability to override AC's control system (including mouse position) - see this tutorial. While official support for VR is not something I can ea…
Does this occur in builds, or just the Unity Editor? Are you in 2D or 3D? Please provide as much detail as you can when reporting issues, as it will allow a much faster resolution.
Depending on what perspective you're working in, load up either t…
The shape of the collider(s) on your Player are unimportant, but one of them must have Is Trigger? checked. Try dropping the 2D Demo player, Brain2D, in the scene to test with - if it works then, we'll know the problem lies with your player prefab.…
Mouse And Keyboard assumes you use the mouse to control the cursor - Keyboard And Controller is the input method for controlling the mouse with a stick.
That said, it is possible to override the mouse by assigning the InputMousePositionDelegate. S…
@themightyzq: Indeed - it's especially confusing because the Hotspot's Highlight component should have no bearing on how interactions behave. I'm assuming you've set up your Hotspots to be detected according to Player Vicinity. Does it behave bett…
What's the context of the first shot? It looks like there's a Path (blue line) and two Markers (arrows) that are outside the NavMesh - if you're explicitly telling a character to move outside a NavMesh like this, then they'll leave it.