I made a custom Action that calls the TryStartAbility method and can set the force parameter to true. When AC Motion is active, Control Camera During Cutscenes is set to false and the Action List is set to Pause Gameplay then I can't move or rotate …
One more thing : when teleporting the character, either by using the Object: Teleport action, or UCC's SetPosition method, the AC Motion ability stops. I can always restart it right after teleporting the player, but is that expected as well ?
Yes, setting it to -1 to get a 1 frame pause does the trick ! The tooltip for "When finished" says "What happens when the DialogueOption ActionList has finished" so it was indeed expecting an action list to be completed ! But yea…
Hello, I'm using Unity 2022.3.1 and AC 1.77.4, and the Interaction Source is set to Asset File indeed. It does seem like it is necessary to have an action list that at least performs a simple action like playing a dialogue line, if no action list is…
Alright, so for the side scrolling jitter I went for the simplest solution : I commented out this bit of code at the end of StateHandler._Update and pasted it at the end of FixedUpdate :
if (!cameraIsOff) { foreach (_Camer…
F*** ! I'm sorry, I totally forgot that I had imported a test package for ucc into this project which may have caused the error. I created a new totally fresh project and the demo scene could be started drectly with no error. However, the third pers…
Really sorry, I had not even downloaded the latest integration -_-'
It does solve the Interact errors, however the two errors I pasted here are still present. The strange thing is that you already dragged the character into the Camera Controller. A…
That is correct : when I put AC's Controls asset into the simple Player Input component, I can get the event, but not when using AC's Controls Reader prefab. Is this issue on my end only ? Are you able to receive the event with the Controls Reader p…
I just tried with both the DefaultInputActions and Controls Input Action Assets and left the control scheme to "any", and could receive the event with gamepad, keyboard and mouse inputs with the default asset, but only with gamepad and key…
Well the Controls Reader is left as it is, you can try by simply dragging the prefab into the scene. I left its Actions filled with the "Controls" Input Action Asset, and tried setting the Notification Behavior to all 4 options, but it gav…
Yes you are correct, disabling the Input System UI Module allows the AC cursor to hightlight and select a button. For the moment I'll just disable it for the few sequences where it is necessary. Thanks for your help !
I just created a new test project without the new input system, and it seems that way, the cursor can now highlight the InGame's menu Unity UI button and interact with it using the InteractionA input ! So could you please make a fix for the Input Sy…
You've got everything right, but even after adding the Optional Mouse Input Module component to the event system nothing changes, only the system cursor is able to highlight and interact with buttons. Here is a video I made to illustrate the issue s…
Well I've been using AC for a few years now and I had never seen that Active Inputs window o_0 It's quite convenient !
While I maintain the ideal and intuitive solution would be for the Menu manager to handle the input and automatic selection on its…
Forgot to add that my title screen menu now uses the Manual Appear type (I had left it to OnInputKey so far) and automatic selection of a button works perfectly without the need for the Menu Select action ! So that's a good thing, but the issue stil…
I had completely missed these Appear Type parameters, the Manual option with clickable in cutscenes seems to be the best, the pause menu can be called at any time with it, while During gameplay and conversations doesn't do what it is supposed to.
I …
Oh wait, one more thing : the Menu Select action can actually work as long as the game is not paused ! I did manage to create a manual selection for my main title that way. However this fix is not applicable for the pause menu - or any other menu fo…
I just created a new project with only AC and the default input system, I confirm the issue remains the same : no issue when pausing the game during gameplay, the pause menu will automatically select the first element or a specific one if asked to, …
Yes I know that, but the issue is here even when specifying the first selected element. Am I the only one with this issue with Unity UI Prefab specifically during cutscenes ?