Oh, thanks! I didn't think of this as a solution; apologies!
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What I meant was that I was trying to write my own "ActionPause" so to have Action.ChooseParameterGUI() specifically take a float Global Variable as a ParameterType, but…
Update!
Without me making any manual tweaks to the above code, apparently the new 1.1.0-preview.2 package of the new Input System seems to have fixed the issue.
Here's the changelog.
They have also introduced, as promised, "native" .IsP…
Yes, "Menu" is the Input Key the Pause menu is listening for, as it is by default.
I have swapped the code as you suggested in the EnableActionMap but, alas, no difference.
I have, also included Debug.Log() lines in each of the steps fro…
Yes, the Menu input key works only if I have an action defined as "Menu" in the "Playing" ActionMap. If I have it in both, it doesn't.
InteractionA and InteractionB are both defined in both ActionMaps and it doesn't give me any …
I believe that setting up an empty scene led me to find the issue and it was totally on me! :'(
I have a Unity UI that appears OnAfterSceneChange for a specific amount of seconds before disappearing again.
If I enter the Pause Menu before such UI…
The Pause Menu shows up accordingly. When I switch to any other Menu (specifying so you know it doesn't happen just with the Options one) from that it takes even up to a whole second to complete the transition.
During the whole transition time, the…
Thank you for the reply, Chris!
Tweaking those values seems to work in my favor! I'll try to use that as a basis to come up with a solution that best suits my needs.
The same goes for the link you shared, thank you: I completely missed that in the…
Thanks a lot, Chris. Moving the UpdateWallReductionFactor function on to another script and using a new speed parameter multiplying the Animator's MoveSpeed seems definitely a nudge in the right direction.
Still surprised by the amount of tweaking …
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I think this led me to find the issue (or at least part of it).
When switching from Point and Click to Direct the Hotspots' GameObjects in the scene change Layer, going from Default to DistantHostpot, and don't change back when I switch aga…
TL;DR: tweaking the Sound types of the different GameObjects apparently solved it even if I don't really know why. I will confirm this later on, though, as I have few more tweaks to make :)
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Apologies for the lack of information provided. Pleas…
I found out it does the same for another GameObject with an Audio Source.
I used to have 3 sound files that would randomly play through this
GameObject (named BGMusic). Its logic is ruled by a specific ActionList
and, even in this case, there is …
It is set to 0 and it doesn't change while the game plays
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To test it further I forced the speech to be display forever until skipped and I can confirm that the background sound would work until the first line of speech in the game has bee…
This looks really cool and promising :)
I find the camera angles (I hope that they were not just for the trailer!), the animations and the background art to be very interesting and clever. The whole premise of the game is actually really well put!
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In the Game window I used the 16:9 aspect ratio most of the time when developing the game, so you're right.
I thought that using the Unity UI would be a solution, but asked to see if there were any other suggestions. The InventoryBar is not a big d…
Apparently it would occur just the first time, as if it is not "pre-compiled". Maybe I should try something to make it look like as if? Like having it happen "in background" before the game actually starts? Of course, I could als…