Just got back around to looking at this some more. I'm using the inventory Unity UI from the demo scene.
When using Unity input and when I uncheck the Raycast Target toggle on the label (in the prefab) for the inventory item and I have the added th…
With Rewired no labels appear when hovering over the item and clicking has no effect.
When adding the line of code to OptionalMouseInputModule using Unity input I can select the item in the inventory, but while the item is selected the label for t…
I think I've narrowed it down to an issue with the Rewired plugin I'm using. I can get an inventory item to respond if I am just using Unity's input using the simulated cursor, but when I turn everything on for Rewired that's where it breaks down.
…
After creating a new set of managers I can select the inventory item and the Use action I assigned works fine. Is there a way I can fix my original managers to work in the same way? Would be a pain to have to recreate them since I have a ton of menu…
Ok, did another test on this. I recently updated my Unity to 2018.4 LTS and was on AC 1.68.2, now on 1.68.3, and this is where I ran into the bug. I can't say for sure if this happens in the builds, I'm having to revert back to Unity 2018.1.9 since …
Found another bug that is related to the Music actions. When I run an action to play a music track that doesn't loop and immediately after have an action to Queue another track after the first track is finished playing, the Queued track doesn't play…
Hmm, it doesn't seem to like SetPitch either since it still throws the same error:
error CS1061: Type UnityEngine.Transform does not contain a definition for SetPitch and no extension method SetPitch of type UnityEngine.Transform could be found. Ar…
Just now getting around to using this and am getting an error when I set the pitch value of the FirstPersonCamera.
I'm just using it in a custom Action.
override public float Run () { float pitchAngle = KickSta…
I've seemed to narrow down the issue. It's when I check "Only show when effective" on the offset menu elements that the problem comes up. Unchecking this box so the arrows always show and the selection is fine when scrolling through the it…
The Appear Type is On Input Key.
"When slot is empty" is set to Disable Object.
And I'm only using 8 slots.
Not sure if this matters, but for menu options:
I have unchecked "Directly-navigate Menus during Conversations?" since t…
Ah ok, I didn't have a GameEngine prefab added to my subscene. Now it's working. I was looking in the manual for guidance on this and forgot to even check my Console log. Thanks, Chris!
I am referring to AC's First Person movement option on AC 1.66.4 and Unity 2018.1.9f2, but it was happening too when I was on AC 1.60 and Unity 2017 2.1f1.
Yes, my cursor is locked the entire time.
Just for clarity, here's a video I made of it in …
I ran into what looks like a loading bug in the 1.66.4 update in Unity 2018.1.9f2. When loading a save file and enabling the options "Always reload scene when loading a save file" and "Use loading screen" the Persistence Engine t…
I should also mention this only seems to happen when "When Running:" is set to "Pause Gameplay". I would like to keep it this way so that I can have the player use the "Skip Cutscene" option. Otherwise, I wouldn't mind …