Hi!
Thank you (author) for such a nice framework. I am going to use it for my games. But to do that I need to solve some issues first. I am trying to use UFPS player to drag physics movable pickup box (without mouse locking). And seems it works only if I am not moving mouse cursor after starting scene. Can you provide some steps how to do this or it is kind of bug?
Reproducing steps:
Create Player prefab by manual.
Create empty scene with plane to walk on.
Add moveable pickup (replace collider on box + add cube mesh filter and renderer).
Try to carry this box using mouse without cursor locking.
Comments
That script is designed to be duplicated and modified to suit your own needs, but I'll look into fixing that particular issue in a future update.
https://youtu.be/Zn0hKWXVwqw
Do you also have the CursorHorizontal and CursorVertical inputs mapped to your X and Y mouse axes respectively?
https://youtu.be/8XfUQbMVnAo
Otherwise how can I send you test project?
309: if (fpInput)
I will be releasing a fix soon that will solve the tagging and script issues. However, the jaggy movement (when the cursor is locked) can't be completely removed due to the conflict in the inherent way that UFPS and AC both work.
I am patient but time is running :-) Any news?
Camera tagging issue (switching tags in each frame) also leads to uncomfortable camera jittering in build, and produce same problems with hotspots picking as with moveable picking. So in general it is not usable now with UFPS.
Maybe you can provide some rough time estimation? Than I can understand should I try to make my own integration with UFPS or it have sence to wait for official fix or it is not possible to do and I need to search for something else? It is usually easier to wait when you know what you actually waiting for and how long you need to wait :-)
See how it is for you now, and it should at least be easier for you to duplicate and then mofify the UFPS integration script to tailor it to your own needs.
In your UltimateFPSIntegration script, you'll see that the code block starting line 146 should be the only one run out of the four from 136-170 during normal gameplay. Try using Debug.Logs to determine if that is not the case for you.