There is a difference in sensitivities between each other, not between previous AC versions. It takes more physical movement with the mouse to move on Y than on the X axis. I'm updating from AC 1.69.0.
I recreated the issue in a new AC project with…
The colliders for my walls are on the Default layer, but if I change that to the Ignore Raycast layer then I get the desired behavior, clicks respond only clicking on the floor (navmesh).
However, I do need some colliders to block raycasts by setti…
Thanks, Chris! The script works. Only thing is that I can no longer click on hotspots in my scene as it seems all clicks are stolen by the new move script. I'm also noticing that if I click on walls in my scene it will try to move my player into the…
Sorry I wasn't clear. I'm actually trying to set it up so the player can click on the ground and move to that point they clicked on, but still be able to look around like the movement method is in First Person. I made a short video to show what I me…
I looked into this again, and couldn't find a solution for the editor, but it doesn't really matter to me since the bug doesn't carry over into the build. Thanks.
Actually I found a workaround using Action List: check running "Check self is skipping" and teleporting the player if it is skipping. This solves the issue and works fine as a solution for me. Thanks!
There's another bug I found related to this for stopping the music. Follow the same steps to recreate the bug, but instead of saving and loading a game, try running an action to stop the music (via Play Music action) and the music will not stop for …
Hi,
Sorry to bring this thread back up, but I'm noticing another issue related to this. The bug described above has been fixed but only if you don't skip the interaction ("Is skippable?" checked on) while the player transitions to the new…
Just got back around to looking at this some more. I'm using the inventory Unity UI from the demo scene.
When using Unity input and when I uncheck the Raycast Target toggle on the label (in the prefab) for the inventory item and I have the added th…
With Rewired no labels appear when hovering over the item and clicking has no effect.
When adding the line of code to OptionalMouseInputModule using Unity input I can select the item in the inventory, but while the item is selected the label for t…
I think I've narrowed it down to an issue with the Rewired plugin I'm using. I can get an inventory item to respond if I am just using Unity's input using the simulated cursor, but when I turn everything on for Rewired that's where it breaks down.
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After creating a new set of managers I can select the inventory item and the Use action I assigned works fine. Is there a way I can fix my original managers to work in the same way? Would be a pain to have to recreate them since I have a ton of menu…