Store the correct menu name in a Global String variable, and enter the following at the top of the AnimateCombineCo function:
inventoryElementName = GlobalVariables.GetVariable ("Inventory name").TextValue;
Replacing "Inventory name…
The PanZoom script reads Unity input directly - it'll have the same behaviour regardless of AC's "Input method".
To prevent the player from moving when zooming due to PanZoom, you'll need to create a dependency - whereby ClickUpToMove che…
If the log isn't showing with the variant on Feb 10, make sure the first-person camera is active at the time. Alternatively, comment out "if" line to have it reset at any time.
I think I'll need to see this for myself. Would it be possible to PM me a cut-down copy of the project, that only has a single scene that demonstrates the issue when built?
Do you mean you want to rebind to the Player prefab's child object?
So long as the object has a Constant ID with "Retain in prefab?" checked, rebinding should work the same.
OK. So the Cursor Position processor works - but only on frames that actually recieve input. For example, if you assign mouse input to your "Point" input action, with the processor attached to the action, you can move the simulated curso…
You might want to rely on scripting to more easily handle the effects of the added-item, but to simply get which item was added you can use the Container / Add event.
Assuming your Containers are attached to the Player prefab, as with the example, …
Thanks for the details and testing.
I should like to see this for myself, though - I can't recall what might have caused such a change.
If you can send a zipped project, please do - you can PM me a link from my profile, thanks.
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It is. I take it the Debug.Log statement is appearing?
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You can update this with custom code - it could be inserted into the above script(s):
fpCamera.minY = fpCamera.maxY = 0f;
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Thanks, I'll take a look. It should be that the provided processor is enough, but I need to refresh myself on the exact way to set up. Either way, it's not something Input System makes the easiest to handle.
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The other issue here i…
Checking Hide cursor when locked in screen's centre? should do it.
The Lock cursor in screen's centre when game begins? only affects its default lock state. You can lock/unlock the cursor manually at any time with the Player: Constrain Action's Cu…
Thanks for the details.
A bit of scripting is needed to read the ActionList's Objective parameter, and manually extract the current state's Label/Description for use in separate parameters.
Create two more parameters to the OnObjectiveUpdate Actio…
To have the effect only kick in when using the Player joystick, and not the Camera, you need to compare the event variable with that of the JoystickUI component.
You don't need to increase any timer in an Update loop - you can just use Time.time to…
As this needs to also consider the zooming and custom camera motion in your other thread, let's get the latter working first in the Editor with the mouse - and revisit Android once its behaving on a single platform first.
Combined with the other th…