Hm. Couldn't get it to work for some reason.The only line that made sense switching was:Ray ray1 = Camera.main.ScreenPointToRay(Input.mousePosition);
so what I tried is:
Ray ray1 = Camera.main.ScreenPointToRay(GameObject.FindWithTag (Tags.gameEngin…
Hey,sorry for the late update but, so far, so good! I tested it in a opening cutscene on a disabled game object, and it seemed to work.
Is it troublesome if I ask for a deactivate one, too ? I'd guess it would be about reversing the code in if (isRu…
... crap :(. Thanks, Chris. I'll try to send Unity a report about this - I haven't downloaded the 4.6beta but I assume the problem persists? Besides I don't really want to use beta stuff...
Unfortunately it happens even if I build the game of course…
* Added: Ability to disable free-aiming when moving Draggable and PickUp objects in First Person
* Added: "Moveable: Check held by Player" Action - use to determine if a Draggable or PickUp object is currently being held
hmm, after checki…
Sorry for the double post but I had to address one thing.
During gameplay, I had noticed that every single time I opened the inventory, a gameobject with the name of my "inv. opening" actionlist (the one with constrain free aim, check if s…
Solved everything with 1.40. Posting for reference:
The problem about the "cursor switch" has been perfectly resolved but the new Free Aiming Constrain. Whenever you press the inventory button, it automatically enables the "standard a…
Thanks, Chris. Also, I don't know if you already knows this but often when you upgrade assets, Unity tells you to hold on because it is recompiling scripts. When this happens, all cutscenes scripts become empty - I'm talking about the actions. Inter…
stupid question: importing the new assets, it also wants to import Project Settings. I guess it'd mean that it would overwrite my owns (I have a backup anyway). So I can skip them, right? There can't be anything new in there...
Sorry, just another little thing i noticed: the reason as to why I never got to "hit" the floor was the "Object turns only Y" option, now I understand what it means. It's very useful
sorry, just a little addition: another thing that Rigidbody Pickup does really well is that it prevents objects going through the floor. This is really important. No matter how hard I tried and no matter if I even took out the "toggle pick up&q…
No, sorry Chris my bad for the bad explaining, I don't have to necessarily constrain the player when he open the inventory (at least, at the moment I found no to reason to) - thanks for reminding me of that Action though. I just noticed that, with m…
Sorry to interrupt but I had another idea for Chris. It would be nice if you could pick up an object and tell the game to "assign" it to a bone instead of necessarily show it in front of you, much like you can already do through Actions fr…
Hi, thank you for answering :). I think it would be good if you could pick up an object just by clicking on it once, and another click drops it. It could be useful for draggables too, definitely.
About the objects going crazy, basically it seems th…