Update: I found the culprit. It's the PlayerStart in the scene. For some reason is locking the mainCamera FOV. After deleting it, I can control the value on real time again. I might need to make a work around but I'd like to ask, is this as designed…
Thanks Chris! I actually discovered that keeping inventory objects selected at all times works better for my first-person game. During playtesting, several players mentioned it was tedious having to reopen the inventory and reselect objects every ti…
The issue I'm facing is that the NN runs automatically on its own, which means NNCamera is turned on by default from the start. Because of this, there's always a brief moment where the glitch is visible for a few frames before my code has a chance t…
Hey there!
I just figured out what was causing that weird issue (sorry it took me a while to dig into it).
Somehow when the object is moved towards the marker in the First Person controller, like in the tutorial, using the Object:Transform, is chan…
Thanks for the reply!
Yeah, it's super strange. Everything else in the game is totally fine - the subtitles UI, text, 3D environment, all of it loads properly. It's just that with this option enabled, I'm getting what feels like a 20-second black s…
Perfect! It works!
Notice there was a small typo in the code:
In the PlayerToCameraSetter script you sent me. On line 17, it's trying to use a variable called "startPosition" but that variable doesn't exist anywhere in the code. I fixed …
And as an extra question to my previous post,
How about the situation where I'm moving the player to a different position during the cutscene? (it's a first person game) By default the camera returns to the starting position once the cutscene finis…
Awesome!! It works great! Thanks!
There is a small typo error in the code.
The script has a naming mismatch error on line 21. The static constructor is incorrectly named PlayFromHere() but should match the class name StartFromHere. This creates a c…
Good news - I finally figured out what was causing the problem! It wasn't the events (though thanks for suggesting those, it was helpful to know about them anyway).
The culprit was actually a missing "FP Slope Movement" component on the p…
Hi, Thanks both for the answers.
(Quote)
The only events I have in the FirstPersonCamera are the "Forward Speed Float" and the "Sideways Speed Float" but they don't seem to do anything when I remove them.
I changed the Footstep…
My bad. I was doing something wrong in the process, and the injected parameter with [lineID] wasn't working. Now, I'm trying to reproduce it, and it works just fine.
Ok, so I was obviously over complicating things.
Just out curiosity, why the [lineID] value is not taken from the existing dialogue action and injected into the Text field of the Menu:Status Update?
Hi, I thought about that but I was hoping I could just add the texts in an actionList and just refer that ID to the menu field and and to the menu update content action.
Thanks for the comment.
Here is the time sequence in the screenshots. Let me know if it's still not clear.
I'm in version 1.81.4
FYI: I didn't create any extra element in the Objective Menu for the icon. I only rely on your script.
https://imgur.com/a/KFJGMD6