Hi Snan, thank you for checking back; I did try it again, but I'm facing the same issue. If I go to the Input Manager and map InteractionA to the "e" key, then in all the menus, I have to press "e" instead of left mouseclick to s…
Hmm... I had a look at the combat example project. This code looks promising:
(Quote)
I further studied the FP_Crouch script that comes with the downloadable First Person controller for AC. I think I might be able to make a copy of that and then us…
I tried this, but then doing so has the effect that even clicking options on a menu require to press the "E" key (instead of the left mouse button)
The behaviour I'm trying to achieve is this:
1. When in-game, clicking left mouse button f…
Nevermind, I found another thread that went into it along with a demo script from you. Sorry, I should really do a search on the forums before asking these questions :) Thank you.
Chris, a quick question related to this: For the custom FPS controller I'm building, I would be interested in using the new Unity "Input System". I suppose that the new Input System cannot co-exist with Unity's older Input Manager in the s…
Hi Snan, I'm happy to share how we did the game within a game.
The game within a game is just another Level. In that level, we run some postprocessing effects on the camera and attach a couple of scripts to the MainCamera to achieve the pixelation/…
Thank you for your kind words :smile: Lot of the credit goes to AC. It's become second nature to us now that this is the third game, and it's just faster to experiment with stuff or try out ideas.
Cool. I put an object (a bed on which the camera was propped up) in the "Ignore Raycast" layer and it now works.
Thank you for the prompt response.
P.S: AC is awesome. It's extraordinarily powerful.