Sorry, what input settings are you referring to? The active input types are buttons, and are available only when game is normal.
Besides that, it is using the right mouse button. I am using Rewired though (with the script from the AC wiki).
I've recently run into an issue with this. If you just tap the button (right mouse), then it stays in first person mode as if it was using a toggle. But to exit back to "normal" mode you must hold the button, then let go.
So basically, th…
No problem, solved.
Just the offset of a texture (done via animation) is what I was trying to save - but I've realised I can just use separate meshes (using the same material) that are hidden / shown as desired. I'm cycling through different screens…
Oh wait - I actually can't use a separate camera for entering Aim Mode™ because the character relies on Final IK's Aim IK component - this makes them aim at a target. In my case, this target is a child of the camera.
That's certainly an option, it's just that I already have two cameras, one for "Aim Mode" which always stays behind the player, and one for normal character movement, which the player can freely rotate.
If I were to have an extra one for …
Here it is in action (sorry for how dark it is):
https://www.youtube.com/watch?v=0IvCpwhRk-Q&feature=youtu.be
Here are the camera settings:
https://imgur.com/a/ArhdUxs
For me, the visibility toggle has to be used every time a new hotspot is created. The ones already present remain visible, but the default setting of the newly added hotspot always has visibility off.
No real difference I'm afraid - just the same errors again.
AC is 1.70.4
This is a scene that has not been opened for a long time & I used to have a custom action for a third party asset that is no longer in the project - this action list used…
It's okay, I got it working just by using animations in the end.
The Unity thing could just be a limitation of how it works rather than a bug, but here is what was happening to me:
Say you have an object that is animated, parented to a character's…
Actually, I think I can just avoid this by disabling/enabling the dummy objects' Mesh Renderers as animations.
Only problem is, I am going to have to put an animator on each one, as there is a bug in Unity that prevents you from adding them to the …
Oh, I know what you mean. I just meant that, as far as the logic being in place to create a general adventure game, it's achieved what it set out to do. You can always add more stuff to it, sure.
Just to add I would not be opposed to paying for a future upgrade, like Adventure Creator 2.0 or whatever. I think it's feature complete as it is, but sometimes I actually feel guilty that we get new features, often huge, and I haven't payed a dime …
Ah, solved it - I don't think it was caused by the other canvas after all. When entering "Aim mode" to aim weapons (as mentioned earlier), it switches to first person movement method - this is what unlocks the cursor I think.
Just adding …