Hi Chris, thanks for that, but I'm a little confused.
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That's what was already in the script? Should it have said something else? Or do you mean so it looks like this:
private void SetInputMethod(InputMethod inputMethod, bool force = false)…
I've now manged to get it working!
The only issue I have now is the Input Switcher script automatically trying to switch it to Direct Navigation when it's on the 'computer screen' section of the scene as seen below (it's essentially a huge UI):
(I…
Ah, it seems to be working in the 2D test scene! I had to alter the sensitivity under the CursorVertical/Horizontal settings but yes, it seems to be working.
It's not, however, working in my actual game, despite having all the same settings. I thou…
I'll stick with the old Input Manager in this case. The only issue I have is that the cursor still refuses to be moved around with the gamepad, as described above.
Ah, it DOES work when using the New Input System. Using the old one doesn't work for some reason.
Now, I don't mind using the New Input System in my project, but my question is how have you managed to get it to switch to directly-controlled when th…
Hi Chris
I just tried that but no luck unfortunately.
I started a brand new project and used the New Game Wizard to create a 2D point & click with Keyboard or Controller input but the gamepad still doesn't work at all. Neither does the mouse, …
That's what I've already done but it doesn't do anything:
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Even with it set as Keyboard & Mouse, the controller won't move the mouse cursor, despite it being set to a software cursor. Buttons all work as they should, it just won't move…
Thanks Chris, that seems to have fixed up the issue.
How do I make it so the mouse cursor can be controlled with a gamepad when outside of the non-directly controlled menus?
Hi Chris, yes it is.
This morning I set it all up again and it seemed to suddenly begin to partially work. I can now switch between the two control methods, but if a menu is active when the gamepad is in use and the first menu element is selected, …
I've realised that this only happens if the menu's background isn't 100% opaque. I have it semi-transparent and that's when it still detects it to make the hover sound. Is this something that can be fixed?
EDIT: Interestingly enough, I just tried m…
I've just updated and am getting the following error when trying to build for Windows:
Assets\AdventureCreator\Scripts\Templates\MobileJoystick\Scripts\Joystick.cs(184,15): error CS1061: 'Touch' does not contain a definition for 'finger' and no acc…
I did come across that, but the Timeline doesn't even allow videoclips to be dragged and dropped onto it, unfortunately. I'm guessing those instructions are outdated.
The subtitles are asset-based and are not physically in the scenes.
I'm willing to transfer to Timeline for this as I was looking at doing it that way originally but couldn't work out how to even add a video asset to a Timeline.
Basically I have an Actionlist that provides the subtitles for the relevant video.
When a video is playing and the player presses the 'skip' key, the video stops playing and I'm wanting the Actionlist to also be skipped/killed.
At the moment I'm t…
Thanks for the script, Chris.
Unfortunately the subtitles continue to play :(
It stops the currently displaying subtitle but after the Engine:Wait within the Actionlist it then continues to display the next subtitle.