I think it's only in Editor, though I've only tested full-screen builds and therefore the system cursor would never be visible.
I have checked the Lock system cursor when locking AC cursor also. Hardware cursor rendering isn't really an option for …
I don't know for sure, but I'd guess UFPS version 1 is not supported in U2019. I looked at their last release notes, in which it states: "Added support for Unity 2018.3." So you may have to use an older version of Unity if you absolutely n…
I've sorted the first part. It actually required 4 variables in the end:
Loaded, Reserve, Max_Clip and Bullets_To_Load.
All done by just one check (to see if reserve is less than bullets to load) and then three formulae.
Now I just need to figure …
Coming back to this, I think it could be done on smaller action lists using a simple formula. Your tutorial here was very helpful in giving me a head start.
So if loaded is [var:1]
and reserve is [var:2]
You can check if loaded is less than 10, th…
Hmm, I think there is a field for you to set the transform where you want hotspot labels/icons to appear, but I can't remember where it is and I'm away from my dev machine. My guess would be a setting somewhere on the hotspot component itself.
Just manually disabled, either while editing or during gameplay. Also if using the Object: Visibility action to make the mesh invisible.
btw It's not that important for me right now because I'm not actually using it in my current project, but I jus…
There seems to be a bug with this camera in which it will not allow the player character model to disable the skinned mesh renderer that contains blend shapes. I deleted the camera from the scene, and the renderers were able to be disabled again lik…
Make sure to backup before importing other assets. Though, you should make backups at regular intervals anyway, just to be safe.
Also, Post Processing Stack is imported via the Package Manager these days, not the asset store. I say this because I a…
By setting action lists, what I meant was basically the same as how we can assign actionlists to run for "Standard / Unhandled Interactions" and "Combine Interactions" in the Inventory tab of the Game Editor. Like that, but for O…
What I did was clone the Main Camera, untag it, add the basic camera script to it and remove the Opsive camera controller scripts from the "original" main camera. Set your new camera as the default.
Note that this was using TPC only.
That's it, increasing the widths fixed it, thank you. It still allows you to select "use / combine" with left / right for some reason (I'm guessing that's related to size as well), but does work as intended with up and down.
In-game Menu:
https://imgur.com/SPJam00
Menu Properties
https://imgur.com/zw4BJ3b
Menu Properties 2
https://imgur.com/l5FCAAf
To clear up what I said before, the issue is actually this:
When hovering over "Equip" if I press down, it wil…