It's not a slippery feeling, these values in fact make it even harder to move the cube.
It's like I move the mouse 5 "units" but 2 of those units are ignored. The cube only moves after moving the mouse for a bit, as if it's stuck or it's …
There is no rigidbody attached (that makes control even less snappy)
Here are my settings:
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This is the object that is controlled/ rotated (the big green collider - everything else is a chil…
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Yes it was. removing the "return controllerInput" line once again disables horizontal movement of the right stick cursor. Mouse rotation starts working again.
I'll try out the variable option now.
Hmm this fixes the controller issue, but now the mouse camera rotation doesn't work at all.
Edit: I wouldn't mind some way to change the Speed Factor value in the component during runtime through a Object: Send Message or Call Event or something. I…
Interesting - this completely disables horizontal movement when using the right stick as a cursor.
Camera rotation works correctly though.
For clarity, here's the full code -
using UnityEngine;using System.Collections;using Rewired;using AC;publi…
So I've just returned to this in order to make some updates to the game.
In my last message above I'd said that setting the value to 1 somehow made both the controller and mouse camera rotation speeds work well. (which didn't really make sense but i…
For anyone looking for an updated version for an Action List On Death for UFPS / UCC 2:
using UnityEngine;using Opsive.Shared.Events;using AC;public class ActionOnDeath : MonoBehaviour{ public ActionListAsset uponPlayerDeath; public void Awak…
Done! Here's the solution for anyone else that needs it. It's not the cleanest as it requires a separate script for each item, but it works.
Unequip script:
using UnityEngine;using Opsive.UltimateCharacterController.Character;using Opsive.Ultimate…
That works! I can successfully unequip using that Action and script. I'm still trying to figure out how to re-equip through code, will get back on that with my progress. Thanks as always!
So I've tried to add custom code to equip/ unequip as suggested by lifting the script off their documentation from the API section here.
I'm trying to turn it into a Custom Action. Is this the correct implementation? I don't really know programming…
I've "fixed" the issue by disabling the "Camera Controller" through Object:Call Event at the start of every cutscene, and enabling it when a cutscene ends. Not an actual fix but I think this should be good enough as it detaches t…
Yes. Like I said, I tried the same scene with the Main Camera brought over from the demo as well, for the same issue to reoccur. The issue does not occur in other AC scenes though.
Turning the AC camera off doesn't stop the issue. Turning the UCC c…