Don't worry, Chris. This week, I have reworked the character so that it is instantiated properly, meaning the issue will no longer occur as long as it is not already present in the scene.
Thanks again for your help.
Just copying the folder and starting the scene, the issue persists, but now I can explain why—I'm sure of it now:
If the Action List is set to Pause Gameplay and I check Wait Until Finish in Object Transform, the issue always occurs.
However, if I …
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Yes, exactly. I tested in a new game inside the Sample 3D scene, and the issue still occurs. However, I tried again in a completely fresh project from scratch, and the problem does not appear. It's very likely that this issue is strictly rel…
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Yes, my Object: Transform Action has Is Player? checked, and my local Player is not parented to anything in the scene.
Also, I experience this issue even with the default FP Player generated automatically by the New Game Wizard.
If the Pla…
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I've delved deeper into testing with the New Game Wizard and identified the issue: if the Player is spawned at runtime, everything works correctly; however, if the Player is already present in the scene, the problem occurs. Additionally, tha…
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Ok, I took some time to test it. Creating a new, very simple player from scratch using the wizard doesn’t change anything—the problem persists. However, I noticed that if I return to the main menu and start a new game, the problem disappears…
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I did a test by moving the mouse during the door animation, and indeed, moving it amplifies the jittering. So, I tried disabling the player's movements and free-aiming before starting the animation, but the result remains the same.
Here are…
Yes, I have a GameObject and a Unity object, but I'm not using them for now. I'm keeping them as placeholders to remind myself and later decide whether to implement what I need. They are completely empty and have nothing assigned, empty Link To even.
Nevermind, now its working, however, I’m getting this error in the Editor only:
InvalidOperationException: EnsureRunningOnMainThread can only be called from the main thread UnityEngine.Object.EnsureRunningOnMainThread () (at <84f0d810adef4e6c8d…
Ok i did a few and this string is giving me compilation errors:
if (axisName == toggleDragInput && !PlayerMenus.GetMenuWithName ("Options").IsOn)
Tried instead this:
if (axisName == toggleDragInput && !PlayerMenus.GetMen…
To be sure I tried to disable the toggle drag script and the sliders now work normally. I did a few try to disable toggle drag script with custom message but it doesn't work, any tip?
Ok i did a try with 3d demo, and it works in both way, mine still working only with jumping to the new mouse position but not sliding while holding the button :(
Hmm probably i'm getting confused, but i was pretty sure it was different, i mean a slider is supposed to slide if i keep pressed left mouse button and drag from left to right or viceversa, but it doesnt do that. I'll keep to raise/lower with single…
To make a rapid prototype I left the AC options menu as the default, so for now I'm using the AC menus instead of UnityUI. I honestly remember that the slider has always worked normally as in the 3d demo so I don't understand what changed (or proba…