I would like to achieve this without any cursor, not even simulated and it is totally fine if I have to code this on my own, I just don't want to code functionality that is already there :)
Regarding code that might interfere, I have code to cycle …
Be honest, how many people are behind "ChrisIceBox", because your support is out of this world! Thank you!
Yes, I'm using the Input System Integration Package. Great, sure, I will PM you – after all your help I also feel like I would like…
I didn't understand that for this I have to add a NavMeshAgent, now it works. So awesome! Thanks so much!
I don't suppose there is also already a way to completely switch to controller, without the need for a cursor? (With inventory interactions et…
I now upgraded to 1.81.7, but the player is still not confined to the NavMesh in direct control mode. My Player has no Rigidbody and ignores gravity. Are there any specific settings or components that are necessary for this to work?
Thank you Chris!
Dynamic input switching already works like a charm, but what I don't understand is
"Wall colliders are not necessary - they will stick to the NavMesh boundary automatically."
Do you mean, with a custom script or should …
Thanks so much Chris! The thing is, I want to develop a system that I can import into concrete projects, but I would like to have scripts set everything necessary, so I don't have to note or remember what I need to change in the Settings Manager.
M…
Thank you Chris, of course I meant "Manual" motion control. Also I was reading the tutorial but I don't quite get it. I have my player set to manual motion control, but "Animation Engine":"Sprites Unity". Now I have a N…
Thank you Chris! The issue is indeed solved when I uncheck "Follow cursor?" on my game camera. It doesn't matter where the player is positioned, it's relative to the player. It occurs with all NPCs and it's a 3D game with sprite NPCs.
My …
More info on the situation:
The ActionList asset in question contained only an ActionList:Run node that runs another ActionList asset with some parameters. I removed the node and added it again. Now it doesn't produce the error, even though "U…
Looking at the ActionList code in the newest version is making me think two things: it might be already fixed by checking the index boundries, but I was wondering if it should be "endIndex >= action.endings.Count":
ActionEnd actionEnd…
It might occur in the following scenario: an actionlist contains a popup switch and after adding a new popup state, if the variable is set to that new state and the switch has no connection at that output, the exception is being thrown. I haven't tr…
It's true, I'm not on the latest version, I'm using v1.81.2, I will update soon. If it is already fixed, sorry for the disturbance and thanks for the reply!
Thanks Chris, I didn't know about this Variable Manager functionality and I'm sure I will need it in the future, thanks for the tip! I expected my suggestion to not be worth the hassle. I changed my exits so that they check the popup variable state …
That is good to know! Sadly I removed all rigidbodys from my characters and changed all triggers to transform detection... but I will keep it in mind. Thanks Chris, you are the best!