Forgive my basic understanding of this.
Instead of have KickStarter.playerInput.InputMousePositionDelegate = CustomMousePosition;
it should be replaced with KickStarter.playerInput.GetMousePosition (CustomMousePosition);
Correct?
The event system seems to be selecting the right element. Sorry for the confusion I should stop working in the early morning hours. It appears to be isolated to the xbox controller I'm using as if I use the mouse pointer the issue isn't present. Ill…
Okay so I tested it and its definitely not firing the action as its not showing up in the console. only happen 5% of the time but honestly not sure what's causing it. I have noticed that if I select another object that doesn't have a actionlist assi…
Thanks so much that fixed it!
As for the defining the character I did have it as a prefab but I was dragging it from the scene view and not the project window. Thanks man!
Thanks! thats super useful!
Come to think of it your right because I'm likely to run into clipping issues. Ill have to look around for a solution as I don't think I can do that directly with AC.
Hey guys thanks for the response.
Its using 2D sprites but in a 3D space. Its a side scroller so the character can only move in X and Y.
Essentially I have an "Enemy" with trigger box attached as a child object looking for the player. Wh…
I don't think this is possible. AC menus will always appear over Unity UI prefabs as AC uses OnGUI(). Chris explains here: https://adventurecreator.org/forum/discussion/4060/why-menus-with-ac-source-always-appear-on-top-of-unity-ui-prefabs
Hey chris,
Read/Write is enabled and it is an AC menu. Here are my settings: https://imgur.com/a/d2xTpkJ
Turning off lipsyncing it cycles correctly but when turned back on it goes back to its old ways
Thanks for the help