Hi @ChrisIceBox I noticed that the new FPS Player prefab handles very differently than the earlier one which I used to download from the downloads section. The mouse look feels super over-sensitive and even 'slippery'. I tried tweaking all the various parameters like 'turn speed' and x and y sensitivity and acceleration, but nothing seems to feel quite right the way the earlier one used to feel right out of the box. (Note this is only related to mouse look. Walking feels the same)
Is this related to the new Input system or some change in the way Unity 6.0 handles mouse look or maybe just some parameter change? Is there any way I can get the feel of the old FPS player prefab back. I didn't have to make any change at all in that one, it used to feel perfect right away.
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Some additional information that might be useful: I'm using Unity Editor 6.0 and the latest verson of Adventure Creator.
Also I just noticed with walking too, there's a slight delay between when I press the movement keys, "W A S D" and when the character responds.
Are you using the Sample FP Player template to install it via the New Game Wizard, or just dropping the prefab into the scene?
The template makes adjustments to a few fields in the Settings Manager, such as the "Free-aim acceleration" field, which may be the difference.
Are you relying on Input System for input?
Hi Chris, thank you for your response;
I managed to find the old one from here: https://adventurecreator.org/tutorials/making-first-person-player
I notice that the controls have the same high-sensitive/slippery feel even when using the old first person prefab download, so I'm guessing it's something to do with Unity 6/ new Input System
I installed it rather then directly using the prefab in the scene. (it was copied into the game's AC config directory)
I managed to tweak the sensitivity to an acceptable level using the "Freelook Sensitivity" in the "FirstPersonCamera" object within the Prefab. I changed the value from 3 to 2 for both x and y.
Also, I'm using a newer development computer than earlier, so I'm not sure if that might have an effect, too.
But I've been making First Person AC games for close to 5 years now, and I am so used to just popping in the FP controller and building a prototype and the FP contorller just feeling right so that it was 'transparent', in the sense that I didn't even notice it. This was the first time I immediately felt it was super sensitive. Of note is that this is the first time I'm using AC in Unity 6 and using the new Input System.
Thanks for the details. I'll look into it.
Yes, it could well be down to Input System. The "Gravity", "Sensitivity" etc options aren't 1:1 transferrable from Input Manager, which did have an impact on how responsive things feel.
Thank you @ChrisIceBox ; just one more note to add is that even after tweaking the x and y FreeLook Sensitivity it still doesn't feel completely right and as 'transparent' as the earlier one. There's something slightly off too 'slippery/wonky' in the way freelook responds, which is the best way I can describe it;
I've seen what you mean, hard to describe but it is a different feeling.
I did get better results, though, by lowering the Freelook Sensitivity to 1,1, and doubling the "Max freelook speed" in the Settings Manager to 20.
Thanks @ChrisIceBox ; I'll try that.
@ChrisIceBox Further to this, how difficult would it be to use an 'off the shelf' first person controller and have it work with AC? Would it be as easy as just throwing on the AC Player script?
To have it run alongside AC, attach AC's Player component and set the Motion control to Manual so that AC doesn't try to affect its motion at the same time.
Beyond that, though, is a question of how integrated you'd want the two to be: having it react to e.g. Character: Move to point / Character: Face object Actions, for example. At the very least, you'd want a script that prevents input during cutscenes, which can be checked with:
Understood, that makes sense. Let me check on this, Thank you again for the support.
Just an update on this @ChrisIceBox; for now I've gone back to the old input manager. There is a marked difference in the 'feel' for the FPS controller with the new Input system, where the new one feels 'janky' and the old Input Manager feels solid. I'll stick to the old one for now.
Just feedback incase you plan to overhaul the feel with the new input system. Thank you for your support.
Noted, thanks for the update.