That error suggests you don't have a MainCamera prefab in your scene. Did you modify or delete it? Try clicking "Organise room objects" at the top of the Scene Manager.
The idea is that leaving it unchecked would do what you're wanting - it should be on the right by default. I hadn't actually tested it with a First Person game, though. UFPS or AC First Person?
I get the same error, but so far as I can tell it doesn't affect the gather process. The line of code causing the error simply saves the scene - it may be a Unity bug, but I don't believe it's a problem.
So far as the Submit and Cancel buttons go,…
You're welcome, thanks.
@ThatNorthridge: Finally, I'm the recipent of that gif!
@shredingskin: I agree, though I was only ever able to get my hands on the sequel. If I ever visit Hong Kong I'll be disappointed if nobody knows what Lucky Hit is.
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Menus* Added: When the New Game Wizard is used to create a game with the default Unity UI, the UI Canvases are copied across
* Added: Unity UI-based Menus will attempt to remain within screen-space if they are not rendered in World Space
* Changed: …
Upgrade notes* The method for integrating with UFPS has been simplified, but player prefabs will need to be modified. Please read the manual's section 2.7.
* ActionList- and Sound-related Actions are now placed in their own categories, rather than …
Straight To Cursor movement also has an option for single-clicking to move the player in the cursor direction. At the very least, I'll add an option for this single-click to perform pathfinding, so it'll behave like reguar Point And Click movement.
Not at the moment, but that's a good suggestion.
EDIT: Spoke to soon - yes, it's possible. Just set the minimum and maximum distances as the same when you use the NPC: Follow Action - it'll cause the NPC to run everywhere.
2. Will be fixed for 1.43.
As for 1., I can't recreate that. Are you using drag-and-drop inventory? The items should only be removed from your Inventory box once they're placed in the Crafting element - though you can also hide them when you've &…
I was referring to the menu opening issue. Yes, a video would be helpful.
The priority here is to get mouse movement working with menus. And this wasn't working before you edited OuyaIntegration either? I can't understand why it wouldn't work if…
Thanks for posting, @radiantboy. Certainly, having UFPS with AC's added benefits is exactly the intention of the integration. Up until it's most recent release, UFPS made such an integration actually quite difficult - but the latest update has mad…
I've fixed the menu issue for 1.43.
The mouse position is read from the PlayerInput's InputMousePosition function, and this includes the Ouya code. Your game's Input method must be set to Mouse And Keyboard, though.
You shouldn't have to write a custom script to do this - it's a common task and should already be possible with AC.
If the Menu you are opening has Pause game when enabled? checked, then the mouse cursor should automatically unlock when it's turned…