If you meant Unity Engine measure, the two Navigation markers are 0.05 part (i.e. one is at X = -1.00 the other is at X = -0.95, which is 5 pixels in my game settings.
The 2 pixels was just an example, but it could actually happen.
My game resolut…
Hey Chris, back again to the super pixel perfect issue...
So, the change above works, HOWEVER, I noticed that if the player is ALREADY very close to the marker, it doesn't move. Which, on a pixel perfect game, is an issue. I want my player to move e…
Yes, thanks. That way my character move to the exact pixel I want, thanks!
Should I extend the class and override the PathUpdate function to avoid the problem returning again if I update AC?
I guess it'll mean also change NPC and Player classes thou…
Hey Chris! Very long time not hear... I'm now working on a new game, MIGHTY 1990, which is in low res pixel perfect. And I'm noticing some "not-so-perfect" accuracy when "moving to point". For instance, my marker has a transform …
One thing though... I realized that when I use an item or give it to someone (meaning: when this item disappears from my inventory), it's still displayed in the "Last Inventory Additions" container.
The strange thing is that they don't rot…
Thanks for your help.
Now I understood why you suggested to use a Container.
Regarding your question "In what order are they displayed?".
They are displayed in order of addition (as said on the first message, I don't have the "add on…
Thanks for your hints! Ok, so...
I think I've done what you suggested (with some changes which I'll explain soon), but I can't make it work.
So, first of all, my container is displayed in a menu which I've already created (it's called "Summary…
Ok with this approach the "threshold" works better. However, I still cannot return the player to walk after it started running.
Meaning: I move my mouse to the Run threshold, my player starts to run, I keep holding down the mouse button an…
All right, I've made some tests...
The TriggerForceRelease.cs seems to work.
The ScreenBasedRunThreshold.cs not really.
Not sure if I'm doing something wrong or what... But basically if I click and hold, and drag the mouse away from my player, it ac…
And a couple more things which are not tuned perfectly...
* Apparently if I hold to run around, and move the cursor over a hotspot, then keep holding and running, when my character stops, it launches the previously "hovered" hotspot inter…
I shared the Movement Settings at the end of my first post.
One more thing... I noticed that I cannot return to "walk" if I drag the mouse away from player (it starts to run) and then going back closer to it (it still runs).
UPDATE:
I've found where the problem was...
In the "Game Engine / Player Input" I had for some reasons "Mouse Mid Button" as "Drag Override Input"... (maybe for something related with camera spinning?) So basically the …
Bringing back this topic...
For some reasons the "OnMouseOverMenu" doesn't work on my case when I'm directly navigating a special inventory (via GamePad or Keyboard keys).
So I wonder if it's possible via custom script to get the item of …