So is the take-away, that unless I'm doing fast paced combat, AC (maybe coupled with Unitys own FPC) is plenty good enough for basic first person movement - jumping, walking, running, crouching, looking about and interacting with 3d environments etc…
Well that is excellent. It works perfectly. This is one of the most useful features (imo) you have implemented since my last project. It adds buckets of gameplay options which were previously not there. Thanks so much for your hard work.
Mass spawn…
Ok, just found my mistake. For the record I had set the Input Method in the Settings manager to Keyboard or Controller instead of Mouse and Keyboard. Doh!
All working fine on setting it back.
As Chris said, you can't put this in a loading screen. However if this loading screen is always going to load up the start of a level, you could just put that menu to be in the level scene in OnStart instead.
The only time I've done anything that sounds like cursor locking is using engine: manage systems and disabling input and cursors. Does that count? My game is releasing in about 3 days and I don't want to fiddle with anything if I can help it.
I changed CursorLockMode.Locked to CursorLockMode.Confined and have left it in the build. The game seemed to play as normal. Can you see any issue leaving it in there incase I do not change it?
You'll need to use a combination of collision boxes and Active inputs.
Chris has some good tutorials which include both these methods. Check the descriptions for timecode breakdowns.
https://www.youtube.com/channel/UCWyYGvoXc2ICiyu1suSQFvQ