Hi again everyone,
Apologies for the vague topic heading; I've got to a point where I'm seriously considering dropping UFPS altogether: it just doesn't have the same polish and care of construction that AC has, and as a result, it's not fitting in very well in my project. It also has its own limitations (such as none of its audio can be routed through the audio mixer without serious hacking, and they have no plans to resolve this), and frankly I'm becoming disillusioned by the whole mess.
Anyway, I have two big problems that are pertinent here:
1) I recently updated to the latest version of UFPS and AC, and there's an issue with the integration of the two: when the UFPS player prefab has the "Player" script assigned to it, mouse rotation doesn't work. It feels like UFPS tries to rotate the camera, but something keeps snapping it back into place. This is occurring on my main project and in a bare-bones test project.
2) When using AC's door/hinge system (from the tutorial), it's possible for a UFPS-controlled player to jump into, through, or on top of the door (or any moveable) while it's being moved. It's easy to replicate this: simply grab hold of a moveable and try to jump into it while walking at it and moving the mouse; it doesn't take long before you discover the problem.
Oh, and a smaller problem: AC's moveable_drag property of "player movement reduction" has no effect on a UFPS player. Just putting that out there - I'm not sure if there's anything that can be done from AC's side.
Any clues? I feel like I'm losing my mind
Comments
2) There's no special physics tricks between the player and movables (Unless Ignore Player's collider? is checked, but this is off by default), so any collision issues will be on the UFPS side of things. Sorry I can't be more help.
The Player movement reduction setting is for AC-controlled player's only. I suppose it ought to be hidden if you're using UFPS.
If all else fails, download the AC UFPS prefabs and check that they work for you.