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;
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?
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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Comments
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;
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:
Does that cause the inputs to be read?
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