Here are the 2 different Settings (for both Point and Click and Direct movement method) and the Cursor settings (some icons are still missing but it should be enough to get the idea!
https://imgur.com/a/xJHCXN8 (Apologies in advance if some of the …
Thanks for the answer!
I think I have misread that very if, thinking it was an else if to the if (menuSource == MenuSource.UnityUiPrefab) at the top of the method. My apologies!
So "cautious" of preparing all the elements before…
@Temmy : that was it! I don't know why it was unticked, but... That was it! Thank you!
I thought I checked side by side all cameras between a working scene and the non-working one but that tickbox totally slipped.
Thank you both! I'm sorry that, a…
Writing an additional post to make it stand out more.
Indeed the issue is in my implementation!
I realized that the script I wrote to switch between Walk \ Run \ Idle states for "garments" keeps running in the background during Cutscenes…
I've also just realized I could execute AC.KickStarter.sceneSettings.PlayDefaultSound(theAudioClipToPlay, false); from basically anywhere!
This means I can include it in my OnSelect \ OnSubmit implementations.
I apologize: I did actually set the Scene Manager's "Default Sound" field to refer to the Sound object, but I did forget to tick the "Play while game paused" box!
And related to that, looking better inside the code I realized th…
Thank you!
It's exactly what I do (and have always done, honestly - I haven't changed anything in my Scene: Switch Actions)
(Image)
What I have noticed is that the Local Variables values carry over between scenes. For instance, this is what I hav…
Oh, thanks! I didn't think of this as a solution; apologies!
(Quote)
What I meant was that I was trying to write my own "ActionPause" so to have Action.ChooseParameterGUI() specifically take a float Global Variable as a ParameterType, but…
Update!
Without me making any manual tweaks to the above code, apparently the new 1.1.0-preview.2 package of the new Input System seems to have fixed the issue.
Here's the changelog.
They have also introduced, as promised, "native" .IsP…
Yes, "Menu" is the Input Key the Pause menu is listening for, as it is by default.
I have swapped the code as you suggested in the EnableActionMap but, alas, no difference.
I have, also included Debug.Log() lines in each of the steps fro…
Yes, the Menu input key works only if I have an action defined as "Menu" in the "Playing" ActionMap. If I have it in both, it doesn't.
InteractionA and InteractionB are both defined in both ActionMaps and it doesn't give me any …
I believe that setting up an empty scene led me to find the issue and it was totally on me! :'(
I have a Unity UI that appears OnAfterSceneChange for a specific amount of seconds before disappearing again.
If I enter the Pause Menu before such UI…
The Pause Menu shows up accordingly. When I switch to any other Menu (specifying so you know it doesn't happen just with the Options one) from that it takes even up to a whole second to complete the transition.
During the whole transition time, the…
Thank you for the reply, Chris!
Tweaking those values seems to work in my favor! I'll try to use that as a basis to come up with a solution that best suits my needs.
The same goes for the link you shared, thank you: I completely missed that in the…
Thanks a lot, Chris. Moving the UpdateWallReductionFactor function on to another script and using a new speed parameter multiplying the Animator's MoveSpeed seems definitely a nudge in the right direction.
Still surprised by the amount of tweaking …