Hi @ChrisIceBox I attached the above script to my Cinemachine Virtual Camera, but it throws up a NullReferenceException error. Am I using it correctly? The "Look at" in the second image is where I want the Player prefab to be entered upon …
Back here looking for a solution again because I ran into the same problem again :D
The images for the correct settings above have been deleted, so the solution is to disable the "Enter Play Mode" checkmark in the Editor, Project settings…
I have the same issue and it started nearly a year ago. "Wait until finish" is ignored, so instead I have to do an Engine:Wait that is equal to the length of the animation. I've encountered this on two completely different projects, with d…
It's not a slippery feeling, these values in fact make it even harder to move the cube.
It's like I move the mouse 5 "units" but 2 of those units are ignored. The cube only moves after moving the mouse for a bit, as if it's stuck or it's …
There is no rigidbody attached (that makes control even less snappy)
Here are my settings:
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This is the object that is controlled/ rotated (the big green collider - everything else is a chil…
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Yes it was. removing the "return controllerInput" line once again disables horizontal movement of the right stick cursor. Mouse rotation starts working again.
I'll try out the variable option now.
Hmm this fixes the controller issue, but now the mouse camera rotation doesn't work at all.
Edit: I wouldn't mind some way to change the Speed Factor value in the component during runtime through a Object: Send Message or Call Event or something. I…
Interesting - this completely disables horizontal movement when using the right stick as a cursor.
Camera rotation works correctly though.
For clarity, here's the full code -
using UnityEngine;using System.Collections;using Rewired;using AC;publi…
So I've just returned to this in order to make some updates to the game.
In my last message above I'd said that setting the value to 1 somehow made both the controller and mouse camera rotation speeds work well. (which didn't really make sense but i…
For anyone looking for an updated version for an Action List On Death for UFPS / UCC 2:
using UnityEngine;using Opsive.Shared.Events;using AC;public class ActionOnDeath : MonoBehaviour{ public ActionListAsset uponPlayerDeath; public void Awak…
Done! Here's the solution for anyone else that needs it. It's not the cleanest as it requires a separate script for each item, but it works.
Unequip script:
using UnityEngine;using Opsive.UltimateCharacterController.Character;using Opsive.Ultimate…