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AC compatibility with Unity's new Input System

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  • in the Debug.Log within the Switch/Case statements, CursorHorizontal and CursorVertical are never called or reached.

    The Debug.Log statement at the top of the method does provide a readout.

    As for the CursorMovment InputAction. I was unsure of which kind of the preferred setup. So I went with a;

    1. Action type: Value
    2. Control type: Vector 2
    3. Binding: Mouse - Delta

    Thanks in advance.

  • The first thing will be to get the inputs being requested.

    Open up the InputSystemIntegration script and replace its Custom_GetFreeAim function with:

    private Vector2 Custom_GetFreeAim (bool cursorIsLocked)
    {
        if (cursorIsLocked)
        {
            return new Vector2 (Custom_GetAxis ("CursorHorizontal"), Custom_GetAxis ("CursorVertical"));
        }
        return Vector2.zero;
    }
    

    Does that cause the inputs to be read?

  • edited March 2023

    I think I figured this one out:
    1. Create a prefab with a EventSystem component
    2. Do this to the component:
    3. Reference that prefab to "Event system prefab" in ACs menu manager

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