Did the issue also occur with Brain2D?
As the issue seems scene-specific, I'll need the scene itself to get to the bottom of it. Can you PM me the scene file to me? The background art should not be necessary, but your game's Manager and Player pr…
Welcome to the community, @Pluh.
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Calling a Menu's IsEnabled() or IsOn() function should reveal if it's currently on.
However, to determine if the mouse is currently over the menu itself, you can read its IsPointInside() function:
Vector2 …
It does look correct - the names match, you're not updating the position, so there won't be a conflict with the RectTransform boundary, and the Console message implies the Animator is being found.
Clicking this message should "ping" the o…
Welcome to the community, @Farlandsky. What are your AC and Unity versions?
In AC, "cutscene" is often used to describe any moment that the player is not in regular gameplay - this'll include times when characters are speaking if it also…
What kind of camera is it, and in what way does it not work? Is it in the wrong position / frozen?
You will need to attach a Constant ID component to any Camera that can be active while saving is possible. The Console should report a missing comp…
Version 1.74.5:
* Added: Ability to configure editor preferences from the "ACEditorPrefs" asset in Unity 2019.1 or earlier, where AC's preferences tab is not available
* Fixed: "ActionList: Run" Action affecting parameter values…
I'm afraid I'm a little lost amongst all the inputs and systems being used now - it's been a while since the thread was begun.
If you remove "return controllerInput;", then AC will rely on the regular CursorHorizontal input axis when not …
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To switch between different Cinemachine cameras, yes: it's a case of changing each's priority. AC will treat the Cinemachine Brain as a single GameCamera, so it's not possible to use AC's Camera: Switch Action to switch between individual C…
Welcome to the community, @Henk. My apologies for the trouble.
Commenting out the code entirely will cause some other knock-on issues with your menus. Instead, uncomment the lines and add the following function beneath:
private IEnumerator Recal…
* The Cursor Rect Transform Inspector field needs to be set to the object you wish to move - not the RectTransform boundary
* The prefab root will need to have a Constant ID component with an ID number that matches that listed in the Action
* The In…
Was mouse camera rotation working before the last edit? It may just be a case of removing the "return controllerInput;" line in that case.
To control the Speed Factor value in an ActionList, you can replace it with a Global Float Variabl…
I'll need to see the menu's properties as they appear in the Menu Manager. Is your ActionList an asset file, or inside the scene?
The issue shouldn't be dependent on whether the UI is "In Scene" or not - you can set it back to Prefab if …
The syntax for player.GetButton("middlemouse") should be correct - if it's not being read, it may be an issue on the Rewired side of things.
Though, an alternative means of detecting if the camera is being dragged can be gotten with:
&am…
We'll need to determine if this is caused by the Player, or the scene/settings.
First, try raising the Accuracy slider in the NavMesh's Inspector, and also the Destination accuracy in the Settings Manager's "Movement settings" panel.
If …
Parameters are typically only necessary when you want to change Action field values dynamically - you should be able to do without them here.
You'll need to first set the Object: Animate Action's Animation engine to Mecanim, which'll expose an Anim…
The first thing will be to get the inputs being requested.
Open up the InputSystemIntegration script and replace its Custom_GetFreeAim function with:
private Vector2 Custom_GetFreeAim (bool cursorIsLocked){ if (cursorIsLocked) { retur…
You mention a character model but with a 2D perspective - is your character a 3D model or a sprite?
Are you looking to crossfade the transition, so that the character fades out and in at the same time, or have them fade out completely before fading…