> @PixelCrushers too has been having success with AC/Oculus.
We're using keyboard+mouse and gamepad since, as Hormic mentioned, Oculus hasn't released touch controllers yet. AC's support for keyboard+mouse and gamepads works great.
We're also …
Sorry, it was a late night and I wasn't clear at all.
The problem is that, in VR mode, hardware mouse cursors, immediate mode GUI (e.g., GUI.DrawTexture), and Screen Space - Overlay Canvases are not visible. Since AC draws the mouse cursor using har…
Chris -
What's the proper way to fit AC-controlled Unity UI menus? (Legacy Unity GUI fit into the aspect ratio just fine.)
I suppose I could use this code if nothing's built into AC:
---begin(FitUIToAspectRatio.cs)---using UnityEngine;
public class …
Chris - I don't know if @SoundGuy is working on this offline with you. If you haven't gotten to the bottom of it yet, here's a little more info I found.
The project also uses the Dialogue System for Unity. I made a copy of the project and completel…
[EDIT: Just saw your post above. Thanks for the fix!]
I have a scene object (FullPlanks) that has a ConstantID and is also saved as a prefab so I can reuse it. It has a hotspot with a Use interaction that runs an action list asset.
The action list …
False alarm. My menu's toggle key is Escape. In the Unity Editor, Escape defocuses the mouse cursor from the Game view, which of course prevents UFPS from receiving mouse input.
@hightreason - I had some of these issues with UFPS and AC. I'm not doing exactly what you're doing, but here's what I recently did to get around the issues if it's any help.
1. Set up everything according to Chris's tutorial. Used an AdvancedPlayer…
@chrisicebox - Maybe. It's always a bit of a balancing act, customisability versus simplicity, eh? You could add a UnityEvent like the nice one you added for the custom Highlight editor.
I plan to add Easy Voice support to the Dialogue System in the next full update -- not the maintenance update coming this weekend, but the next big update that won't be out for a while.
With Easy Voice, It looks like you need to use an editor windo…
On a per-object basis. If some of Highlight's methods were virtual, that would be even better. I could add a subclass to some objects rather than changing Highlight.cs directly.
Same for DS -- on Unity 5 it's a separate package. The order doesn't really matter as long as you ultimately update DS from inside a Unity 5 project so it grabs the Unity 5 version.
I just confirmed that the current version of the Dialogue System's Adventure Creator Support package works fine with AC 1.48. No updates are necessary.
Sorry about the delayed reply. I just turned on email notifications, so it shouldn't happen again.
I haven't been able to reproduce this. If you start with a new, empty project and import AC and DS, does the problem still occur?
If the problem still…
Chris - could there be some kind of serialization issue with the LocalVariables component in this scene?
Tim - Does your scene perhaps have two LocalVariables components? What version of Unity are you using? I'd like to test this out in case it's …