Currently the door lock states are (mostly) local variables, this is why I was thinking of just having the images save would be quicker. Since that would require a new script however, it would probably be quicker - in my case at least, to just conve…
Ah yeah I never thought of using the Animator. The thing is though, this map is supposed to be accessible from any scene - if the component is added to the UI prefab rather than in-scene, would saving still work properly?
I'm also unsure how to str…
Adventure Creator is no longer responsible for your key settings as that is now handled by Rewired. You need to add the "UserDataStore_PlayerPrefs" component to the Rewired Input Manager, this will save all the input settings.
Oh wait, it seems if you reset pitch without the first person camera being active, you get this:
InvalidCastException: Specified cast is not valid. ResetFPCamera.ResetPitch () (at Assets/MyGame/ResetFPCamera.cs:11) UnityEngine.Events.Invo…
Ah, it was because the Camera script was on it (the AC one not the actual Unity camera component) as well as the first person camera. It's working now, thank you.
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Okay, I commented out that line, it still does not work but I get this exception when I try and use the script:
InvalidCastException: Specified cast is not valid.ResetFPCamera.ResetPitch () (at Assets/MyGame/ResetFPCamera.cs:11)UnityEngine.Events.I…
No debug statement is showing - absolutely no mention of the script at all in the console. Does my camera need to have a certain name, an exact spelling for it to register? It's odd that it's working fine for you but for me there's no sign of the sc…
Hmm still not happening. Is this working for you by any chance? I've even tried animating the camera directly and setting the x axis to 0, but still nope.
The only way I can get the pitch to be set to 0 is when both fields of the "Constrain Pi…
I'm sot seeing any effect on the camera's pitch - and in the inspector I can see the x axis of the fp camera is the same as it was before switching back to it.
I placed the script in the scene on an empty game object.
I tried it with my usual acti…
Yes, altering the offset value (by a surprisingly large amount) has fixed it somewhat. However I've run into another issue caused by player starts. Activating the camera from one end of the scene the camera works fine, but since the player can enter…
Thank you, I have this working now. Only thing is, I have the script on it's own GameObject, so I'd have to go through every single scene in the game and drop this prefab in there. Would it work ok if I just put the script on the PersistentEngine th…
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Oh no, sorry I'm just explaining the results I get from trying out the different input settings.
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Keyboard and Controller was just chosen at the very start of the project because I knew the option of using a controller would be integ…
btw, here is your script that is used to show / hide the cursor:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class DisplayCursor : MonoBehaviour{ // Start is called before the first frame update …
Okay, so for general gameplay in the game, the cursor is hidden & it doesn't really matter which input method is being used, as I have Rewired configured in the game so you can use a controller or k+m - but using a mouse is where the issue occur…
For something like Clock Tower you could just use triggers and Booleans, there would be no need for any "real" AI or combat, so Adventure Creator would be okay in this regard - though you'd have to become very familiar with pretty much eve…