I am having a similar issue, where a local variable is getting reset instead of staying to what it has been set to via Action list.
I think the issue is actually Dialogue System. I removed the Third Party: DS Start Conversation Action and the varia…
What marker can't you find? All scenes have a player start marker by default, but you can also put down a "normal" marker to teleport the player to (it doesn't have to be a marker though, it's just the transform values that matter really).
Okay, it seems to have been fixed by replacing all my player prefabs in each scene. Something related to the new prefab system I suppose - I'd replaced them in the project folder, and they were working in the scene (in the editor), but not being inc…
Coming back to this, I have it working in that I can disable input, but I cannot re-enable it again.
I have an empty game object in my scene called StopGameplayInput with a script on it of the same name. I can disable input with with this script (b…
Sorry, my fault - I didn't set a "Negative Button" for the run input. I have it working now, though I still had to set the run speed to 1.6 instead of 1.
But, it works. :)
RunFwd looks correct in the animator, yes (btw, they are the animations that come with Opsive's controller).
No custom scripts on the character. The issue still occurs with both Tinpot and my character with the CC removed.
Unity 2018.3.6
AC 1.66.8
"WalkFwd's Threshold is 0.5, and RunFwd's is 1?"
That's correct.
So here in the video I have set the Player Inspector's Walk and Run speeds to match the Blend Tree Thresholds (like in the 2.5d tutorial). You can …
The image shows you're using Point & Click method. As Chris said, the ToggleCursor input does not show for that movement method.
What you could do as well, is set an active input that switches between point & click and direct movement metho…