AC wise - what are the possible differences between two scenes in general that could cause this? Considering - Managers, Player prefab and Cameras are the exact same and shared in both the scenes. What's remaining - Maybe the navigation/ navmesh? I'…
Just swapped out the cameras and brought in the demo cameras to my scene by making them prefabs. Still the same issue.
It's interesting that sometimes the player stays static, while only the UCC camera spins around. Other times, both the objects sp…
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In the integration demo scene, using my own player prefab and managers, this issue does not occur. However, if I use the player from the demo scene in my scene (with either demo or my managers) it does occur.
I'm still trying to simulate a button press through AC though. I used the code from this thread to simulate an AC menu button press - https://www.adventurecreator.org/forum/discussion/9069/pressing-menu-buttons-through-actionlist-scripting-commands
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One of the issues I'm having is with the hotspot detector. It was initially set to the players head/ camera. As UFPS has its camera set outside the player, if I want the hotspot detector to follow the cameras rotation, I have to make it a child of t…
Ok so does this basically mean that using UCC = making UCC the main base for game development, and AC acts as a secondary system? I'm very AC and Action List reliant, so that sounds like a tough transition (if I'm reading the situation correctly?)
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@rtwarner THANK YOU!! This is so much better, I came here hoping for this exact solution. Manually setting the priority gets really messy down the line, this is perfect :)
Weird. I just reapplied the code, and set the speedFactor to 1, and it actually works exactly the way I want it to. The mouse issue and the greasy cursor movement mentioned above are fixed, and the camera spin/ rotation speed for both mouse and cont…
Thanks! This seems to speed up the camera rotation for the controller, but there are a few problems/ questions-
* The mouse camera rotation is not working properly. When clicking and dragging the middle mouse button, nothing happens, but as soon as…
Thanks! Will this affect the horizontal movement of the cursor across the board? I want to keep the right stick movement for the controller the same for all other uses (first person camera movement, cursor movement etc) and only modify the spin spee…
Thanks for the code! I'll give that a shot :)
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This might be a little complicated by the fact that I'm using Rewired as well. There, I've simply set - right stick to middlemouse as seen in this picture:
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Say I stick with this. For mouse with this setting, putting the camera spin speed at 4 works well for the mouse, and is super slow for the controller. Putting this at 21 for the controller stick makes it quick for the controller, but super f…
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I've been only using it in specific moments (QTEs) but for the camera use, I'd have to have it turned on all the time, which would cause a lot of issues.
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Yes, mapped to middlemouse, in the regular input system.
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I've locked …
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Yeah both are using the same camera/ system, but detecting input and changing the values based on that would lead to a lot of complex issues/ bugs.
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If I replace the current camera with the advanced one (by deleting the current compo…
Note that checking "Scale speed with input magnitude" apparently fixed the issue for mouse users, but it makes the camera rotation using the right stick with the controller extremely slow. Any ideas how to speed that up specifically?