Ok, I found the solution, by adding the following in the Coroutine. I hope this is the right approach?
if (AC.KickStarter.playerInput.IsCursorLocked()) { Debug.Log("The Cursor is locked!"); KickStarter.playerInput.SetInGameCursor…
Just a quick update on this Chris, by adjusting panning speed, switching the behavior or the scroll bar to zoom (instead of scroll) and then Inverting panning in the editor, it works EXACTLY like the pan tool in photoshop, which is to say it's perf…
Thanks for the response, Chris.
I would just say that it tends to overshoot and is not as convenient as a palm/drag tool that lets you drag the screen around, again ala UE Blueprints. But I understand that this would be difficult to implement.
Hi Chris, apologies for addressing you as Richard, I have no idea how that got flipped in my mind :smile:
Attached is an example of a pretty basic ActionList from my game, where there are three logical sections that are executed based on variables.…
One our recent games had exactly this mechanic and was in the same genre. We used an AC journal for this. You can have a journal have a background texture and you can add as many 'pages' as you like. Then, when the player comes upon a log file, you …
Thanks for pointing that out, Richard. I actually went back to ChatGPT with your feedback and wrote to it:
(Quote)
And this was it's response :smile:
(Quote)
I guess it heavily relies on the prompt direction, but I've been using it heavily for bo…
I further went on to ask:
"in the above adventure creator code, what if I want to run an AC interaction that is in the scene (and not an asset)"
Here was its response:
(Quote)
using UnityEngine;using AC; // Make sure to include the Adve…
Ok problem solved.
For anyone who might have this issue, it was due to Unity's Garbage collection causing a massive spike in CPU usage which was causing a brief micro-lag which caused any movement of the mouse to over-compensate.
The default setti…
oK, on further investigation, I've found out why it's happening, but not the root cause. I turned on the profiler, and just before the point that the fps character suddenly whirls, the profilers shows a massive spike in CPU usage, which appears to b…
Update: Some good news: when I build the game into an executable and play it, this issue does not occur. Which means that this is only happening in the Editor.
Which is a relief, however, it's still an irritant in the editor as we're making an atmo…
Thanks for your response Chris.
To confirm this, I created a new project (HDRP) in Unity Editor 2022.3.13f1.
I then imported into the project the latest version of AC. (1.79.3). I then downloaded the latest First Person Player Prefab from the AC si…
Update: No, it doesn't fix it. After about 20 seconds, the same issue occurs; the FPS player is suddenly and sharply turned around 90 degrees of it own accord, even if the player is moving the mouse.
Wait, I just noticed that AC had an update on Jan 04th. I'm just updating it in my project. Maybe this will fix it. Will post back here if it does (or doesn't)
Ah nevermind, I found the issue. There were two FP prefabs in my project for some weird reason. I'm not sure how that got copied into the AC project folder. I was editing the wrong one. Thanks
Ok, the above method didn't fully work so I finally solved it as follows:
1. Set "Settings > Interface Settings > Interaction Method" to "Custom Script"
2. Keep "Mouse Clicks have Default functionality" as checked…
I found the solution here:
https://www.adventurecreator.org/forum/discussion/9331/button-press-to-pickup-item
It seems another user had the same problem; if he disabled "Mouse clicks have default functionality?" then the menus stopped re…
Hey Snan, I started a new empty unity project, added AC into it, and then unchecked "Mouse clicks have default functionality?" and as expected mouse clicks don't work on the menu nor interact with hotspots.
Then I added InteractionA in In…