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The weapon system I am using fires bullet projectiles, the colliders they hit have Unity Events you can fire when hit, so with that you can call interact on Action Lists.
So, with your script here I have made a component called Set Paramete…
This is where the confusion is for me, I was under the impression that the parameter values were copied from the variable or game object.
But, I tried using the action list on scene start component to set the parameters like in the levers tutorial,…
Oh man, sorry I've solved it now. All you have to do is set the folder where the actions are right? I was expecting to have to select the action files themselves from that folder.
:D
Thanks Chris, that's a good tutorial - it was very easy to adapt it to changing the direct movement type rather than the whole movement method. Here is the version for swapping between tank controls and camera relative if anybody needs it:
using Sy…
Currently the door lock states are (mostly) local variables, this is why I was thinking of just having the images save would be quicker. Since that would require a new script however, it would probably be quicker - in my case at least, to just conve…
Ah yeah I never thought of using the Animator. The thing is though, this map is supposed to be accessible from any scene - if the component is added to the UI prefab rather than in-scene, would saving still work properly?
I'm also unsure how to str…
Adventure Creator is no longer responsible for your key settings as that is now handled by Rewired. You need to add the "UserDataStore_PlayerPrefs" component to the Rewired Input Manager, this will save all the input settings.
Oh wait, it seems if you reset pitch without the first person camera being active, you get this:
InvalidCastException: Specified cast is not valid. ResetFPCamera.ResetPitch () (at Assets/MyGame/ResetFPCamera.cs:11) UnityEngine.Events.Invo…
Ah, it was because the Camera script was on it (the AC one not the actual Unity camera component) as well as the first person camera. It's working now, thank you.
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Okay, I commented out that line, it still does not work but I get this exception when I try and use the script:
InvalidCastException: Specified cast is not valid.ResetFPCamera.ResetPitch () (at Assets/MyGame/ResetFPCamera.cs:11)UnityEngine.Events.I…
No debug statement is showing - absolutely no mention of the script at all in the console. Does my camera need to have a certain name, an exact spelling for it to register? It's odd that it's working fine for you but for me there's no sign of the sc…
Hmm still not happening. Is this working for you by any chance? I've even tried animating the camera directly and setting the x axis to 0, but still nope.
The only way I can get the pitch to be set to 0 is when both fields of the "Constrain Pi…
I'm sot seeing any effect on the camera's pitch - and in the inspector I can see the x axis of the fp camera is the same as it was before switching back to it.
I placed the script in the scene on an empty game object.
I tried it with my usual acti…