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ClickUpToMove is camera-independent. You'll only need one instance of it present the scene, and it'll work regardless of which camera is active.
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You can use the GameCamera2DDrag's SetPosition function to re-centre the camera based …
Welcome to the community, @Phantasie.
Apologies for your post being temporarily hidden - it was mistakenly auto-flagged as spam, but I've verified your account so it shouldn't happen again.
It's best to avoid editing AC's core scripts. Rather tha…
Welcome to the community, @skidrenz.
"One-shot" audio is played independently of other sounds - if you want each sound to interrupt the previous, you'll need to use a dedicated AudioSource that will stop the previous when a new is played.…
Welcome to the community, @minddrawer.
The sound assigned to the scroll-audio field is more intended for a single character - i.e. one very short that can stop naturally at the same time as scrolling ends.
However, you can end it manually with the…
Indeed, it's a system with a lot of quirks.
This alternative to MouseTest should do away with the need for a separate component attached to each Button:
using UnityEngine;using UnityEngine.InputSystem;using UnityEngine.InputSystem.LowLevel;using U…
When did you last download the integration package? It was recently updated with a fix for this issue.
Try downloading and re-importing the package again.
Store the correct menu name in a Global String variable, and enter the following at the top of the AnimateCombineCo function:
inventoryElementName = GlobalVariables.GetVariable ("Inventory name").TextValue;
Replacing "Inventory name…
The PanZoom script reads Unity input directly - it'll have the same behaviour regardless of AC's "Input method".
To prevent the player from moving when zooming due to PanZoom, you'll need to create a dependency - whereby ClickUpToMove che…
If the log isn't showing with the variant on Feb 10, make sure the first-person camera is active at the time. Alternatively, comment out "if" line to have it reset at any time.
I think I'll need to see this for myself. Would it be possible to PM me a cut-down copy of the project, that only has a single scene that demonstrates the issue when built?
Do you mean you want to rebind to the Player prefab's child object?
So long as the object has a Constant ID with "Retain in prefab?" checked, rebinding should work the same.
OK. So the Cursor Position processor works - but only on frames that actually recieve input. For example, if you assign mouse input to your "Point" input action, with the processor attached to the action, you can move the simulated curso…
You might want to rely on scripting to more easily handle the effects of the added-item, but to simply get which item was added you can use the Container / Add event.
Assuming your Containers are attached to the Player prefab, as with the example, …