It appears as though I've resolved the issue.
It turns out that deleting an AC script (Game Camera) on the UFPS camera eliminated the red errors. I kept it disabled by default and I used the Follow Cursor feature for some UI moments. Deleting this …
Yes, the scene's default AC camera is tagged as MainCamera.
The state of the Cache Camera Main variable is unticked/false. As a random test I ticked it and nothing different seemed to happen.
And to revise what I noted in my previous comment, ther…
Here is the red console error, with stacktrace set to Full:
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It appears 36 times in a single chunk when playtesting in Unity; all identical errors. Nothing is seemingly out of the ordinary when I move around and interact with the scene.
I h…
Hi Chris. I've updated to this version of AC. Immediately I got a new red error in the console. It is the only error upon updating to this version of AC.
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I am using Unity 2020.1.7f1 and the most recent version of the old UFPS (not UFPS 2).
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Nice, thanks. This seems to be what I'm looking for.
Before I posted my question I did a search on the scripting manual for 'angle', but this function didn't show up. I realize now it only searches from the beginning of the string (typing 'getangle…
Have there been any updates on exposing this method?
I've been trying to figure out a way for my NPC animator controller to make use of a Direction float parameter. This is so NPCs can automatically turn while walking, using a blend tree.
Nice, it appears to work just fine. The script also disables the previous script's left-click-hold rotation, but surprisingly this is also the effect that I prefer; holding another button, like Left Shift, to rotate feels cleaner. Thanks, Chris.
Th…
I've followed the steps and made use the script that was posted on April 9th, and it seems to work perfectly. However, I need to be able to keep the right click (Mouse 1) functionality neutral while the object is held. I haven't been able to figure …
They were not defined to use the mouse; rather a joystick. I just now configured Mouse X and Mouse Y in the Input Manager... and it seems that mouse look is functional again. Thanks for the suggestion.
Does this mean that CursorHorizontal and Curso…