Hey there,
Gotcha. I see what you're trying to do.
I just quickly added the 'manage systems' action in like so:
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If I set movement (or input) to be 'disabled' it stops WASD control (good) but it also seems to stop mouse input. My game is fi…
Fixed! It was down to the state of the capsule collider. Tweaking that fixed everything.
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The left version was the one which was causing problems. The base of the capsule you can see is under the floor. Moving it upwards, (on the right) fix…
Indeed. I've also tried that to no success. Setting the input type to both button and axis;
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I've tried various threshold settings for the Axis option to no avail.
I'm having no joy getting Active inputs to work as desired. Here's my setup:
1. The Active Input
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This is what I have setup for the active input. I want it to register a press of just 'w'. I don't want it enabled from the very start. The id…
I've set the player prefab to now use a layer called 'Player'. By doing that, jumping is entirely disabled.
My results so far are:
If layer is set to 'default' - you can jump upwards infinitelyIf layer is set to 'Ground' - you can jump upwards infin…
@KevRev That fixed it. Good catch! I assumed the actionList 'Input:check' would have been looping internally in some way, but it makes perfect sense that isn't the case given the not met condition outcome. Really useful learning there. Thanks.
Wor…
On Discord someone suggested it might be related to layers. Currently everything in my game (player prefab, world meshes...etc) are set to 'default' layers.
Hey, just to close this off, I went with the category option in the Inventory Manager (simply because I was one-handed drinking a glass of wine at the time) and it works perfectly.
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That's one very happy Captain Picard
I also noticed a 'text length influences display time' option. When enabled the text feels like it still stays on screen too long. Can that wait time be adjusted?
Thanks Chris. I've got this working now.
In my case, when I fire a object I capture a reference to its inventory ID:
public int objectID;
private void Start()
{
//When the object is created, give it a ID which matches its inventor…