I apologise if you're getting frustrated, but we'll sort this out.
Toggling the cursor is totally optional - you can still interact with objects when the cursor is locked and in the centre of the screen. But you can map the ToggleCursor to whateve…
You can set the default state of the Toggle Cursor with the Lock cursor on game start? option in the Settings Manager.
The First Person Camera script component has it's own values for free-aim sensitivity - try altering those than the Inputs themse…
I apologise if the syntax is misleading, but I think what you're looking for is the Double-tap Hotspots? checkbox. It should be checked by default, so unchecking it should do what you're looking for.
You don't need to make an object draggable to m…
With the Menu Manager (or Unity's UI) you can create Buttons that, when clicked, simulate an AC Input. Just define the button in the Menu, and set the Click Type to Simulate Input. You'll then be able to link it up to an AC Input.
It's the same length regardless of your Movement method, so if it's working with Point And Click, it should also work with Straight To Cursor.
@ksavory: Take a screenshot of your full Draggable object's Inspector, and your full Settings Manager. T…
1) There already is - look at the Drag settings panel within the Drag object itself during runtime. At the bottom, there should be a Distance along value.
2) I think making the track position parameterise-able is a fair request.
Without seeing your set-up, I can't make much comment. I would've thought a Curved Track would be best for this, though. Do you have an "Interaction on Move" defined?
Thanks for the detailed video and shots - it helps a lot.
Highlight issue
This is probably happening because of your Hotspot settings in the Settings Manager. Either you've got Hotspots being detected by Player Vicinity, or it's based on cursor pr…
No problem. The videos are incredibly old, and I'm making some new ones to replace them at the moment. I'm hoping to coincide their release with 1.43, but we'll see.
I'm crossing my fingers I've managed to fix this without breaking anything else. It wasn't so much a bug, just a way of ensuring the correct icons appear. Look out for it in 1.43.
I've been looking into this, and it's quite a problem.
The camera must always face forward - this is true for both UFPS and AC first person - but characters must also move forward. This means that free-aiming while moving to a Hotspot would cause …
When you return to First Person mode, the cursor will be returned to it's "When game begins" lock setting in the Settings Manager. If it's checked, then 3) will resume free-aiming, and you won't have need for 4).
The error you're getting is a a UFPS related one, not AC, but there is a good explanation of working with inputs here.
As for your Inventory: If you've modified your menu at all from the default, then you'll need to describe what you've done before…
That function is not just used to detect the correct cursor, so it'll need a bit of testing to see if that's the correct way to fix it. I will look into it.
Welcome @Leycarno,
Have you modified the default menu at all?
Try recreating the problem in the 3D Demo - that game's player prefab, Tin Pot, has a Hotspot Detector attached, so that's a good way of knowing the best practices.