Sorry to ressurect this thread - I found it very helpful, but one thing I couldn't figure out is how to trigger an inventory slot's active graphic? When I hover/select an item with the mouse, it switches to a different sprite I defined, but I couldn…
Thanks, that's a great simplification :)
There's probably some way to connect these wires, but I'm not good enough at coding to get 100% there, so I've chosen to resolve it a different way: when I detect that the input method switches to gamepad, I…
Can confirm, with the processor on the Point action, and your script in the scene, at least the cursor doesn't jump to another position when you nudge the mouse anymore, and after the nudge the UI is indeed hovered. But also as soon as I try to use …
Quick report from the frontline: VirtualMouseInput is interesting, but it seems to rely on the cursor being in the same Canvas as the UI you want to manipulate. CodeMonkey has a good video on how it works. But I wasn't able to figure out how to appl…
Hey Chris, thanks for the suggestion, makes sense that it would be something to do with simulated cursor vs hardware cursor. I added the AC cursor position processor to the Point action, but it didn't quite fix the problem.
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On the one han…
Wow @ChrisIceBox, this is amazing. It's exactly what I needed; Thanks so much!
I'll battle-test this thing in my current project, the first test looks very promising.
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You can now right-click on a prefab in your scene hierarchy and choose "unpack prefab", that basically does the same thing as "break prefab instance" used to. I just noticed this new behavior too and unpacked some old prefabs, an…
Gosh this is so bizarre:
I made a new empty scene in the project, threw down a plane with a navmesh and playerstart, added a gamecamera, rotated it 180 degrees and set it to follow my player, then hit play. Works perfectly, of course. The spin rota…
Hi @gmork6! Yes, I see what you're trying to do. This one is a bit trickier, perhaps you'd be better off, in this case, using the method mentioned earlier, of using a camera to create the 'reflection'. Maybe this free asset from the Unity Asset Stor…
Ah amazing. I didn't know about Active Inputs. Once again you thought of everything :)
I set the Pause menu to manual and created an active input to open and close it. That indeed fixes the UI problem! But it introduces an Input problem:
I made one …
Unity 2017.2 and AC 1.60.3. I'm not sure how far back it goes.
I tried setting the Options menu back to AC (it does look a little differently but I don't think I messed with the functionality that much), but it still happens.
Here are the settings f…
Timeline seems like a cool feature very similar to AC's actionlists (love it when more and more of these things start becoming native to Unity), but the fact that it is based on an Animator seems a little limiting. They said at Unite 2017 that they …
Hey pistola, thanks for reporting, that sound very weird. In what way did the computer freak out? Black screen? Freeze? Any errors? I'm not sure I have player logging enabled in that build - could you look in ~/Library/Logs/Unity/ for a file called …
@AdventureFan hm yeah maybe the effect differs depending on the scale you're using, or maybe there are other settings I missed that are affecting the sensitivity. You might as well try combining it with the torahhorse prefab then. The problem I had …
@AdventureFan ah right I forgot to mention I ended up stripping that code out because it was causing some issues, and going fully with the AC FPS script. After updating AC to the latest version the smoothing was way better so I didn't really need it…
Thanks! There are four discrete endings, although they aren't shockingly different. You can run away with the girl, run away after visiting the cellar, mess up and die, or get the 'good' ending.