Yes, altering the offset value (by a surprisingly large amount) has fixed it somewhat. However I've run into another issue caused by player starts. Activating the camera from one end of the scene the camera works fine, but since the player can enter…
Thank you, I have this working now. Only thing is, I have the script on it's own GameObject, so I'd have to go through every single scene in the game and drop this prefab in there. Would it work ok if I just put the script on the PersistentEngine th…
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Oh no, sorry I'm just explaining the results I get from trying out the different input settings.
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Keyboard and Controller was just chosen at the very start of the project because I knew the option of using a controller would be integ…
btw, here is your script that is used to show / hide the cursor:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class DisplayCursor : MonoBehaviour{ // Start is called before the first frame update …
Okay, so for general gameplay in the game, the cursor is hidden & it doesn't really matter which input method is being used, as I have Rewired configured in the game so you can use a controller or k+m - but using a mouse is where the issue occur…
For something like Clock Tower you could just use triggers and Booleans, there would be no need for any "real" AI or combat, so Adventure Creator would be okay in this regard - though you'd have to become very familiar with pretty much eve…
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Ah, this was it after all. I removed the LimitItemsFromContainer script from the "Global" container and it all seems to be working as intended. It still limits what the player can take as the script is already in the scene.
I thin…
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Yes that's right. The other way around does not work though, as in, if I disable the local container, the Global container still doesn't work.
I have not edited the script at all, apart from altering the default maxItems int.
Sorry I'm not…
The only additional script on the container is the "Limit Items From Container" script, which I have on all containers to enforce the limited inventory gameplay in my game. I have this component on all containers in my game and it works pe…
Sorry, I forgot to mention I'm using direct navigation.
However, I realise now it is not related to Unity UI at all - I reverted to an AC menu and the issue is still present. The culprit is actually the "Global Container" Don'tDestroyMe s…
I had this issue for literally years using the "Advanced Third Person Camera" (back when it was a separate download) - a few things seemed to trigger the jittering, most notably IK and Root Motion. It was fixed by assigning the camera scri…
Looks like I missed this thread.
Anyway, there's no way I'll ever cross those thresholds, but even so, what's stopping Unity moving the goalposts at a later date?
I'm so comfortable with Unity now it would be painful to move, but if Adventure Crea…
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Yes, but all transitions and parameters have been thoroughly checked.
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The transitions are correct, I even added some extra ones to check (Normal to Highlighted etc) but still the highlighted animation will not play.
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The ani…
That's exactly it: In the Animator the Normal animation is playing despite the Highlighted trigger parameter being set.
I animated the alpha rather than disabling the image but unfortunately it's the same result.
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I'm sorry I'm not following. Do I need to create a new state called Selected and have the highlighted trigger parameter transition to it (I have tried this though and it did not work)?
There are only four possible states on the button's Ani…