Hi,
I tested the Walk cursor and the new "Only show 'Walk' Cursor when over NavMesh?" option and I'm not sure what to make of what I'm getting. The Walk cursor is indeed displayed but not exactly where I would expect it to. Please take a l…
Hi,
I upgraded to 1.39 today and wanted to say that I really appreciate the work that has been done here!
I also tested the issues I described above and here are the results:
Issue #1 is solved now with the new "Can move player if an Item is ac…
Believe me, I know exactly what you mean about things getting complicated. Having to check a large amount of Booleans with every single interface operation is never pretty, but what other option is there when dealing with a generic tool? Developers …
It's been a long time but I finally got around to testing this again. Mind you I'm still using version 1.37a (though nothing in the release notes of version 1.38 indicates any changes in this regard).
Anyway, here is what I see at the moment:
1. Lef…
This is something I always wanted to request. In much the same way Unity itself (in Player Settings) lets you set the exact pixel on the cursor's texture that actually makes the click (as X and Y from the top left corner of the texture), I would be …
Hardware cursors are cursors managed by the operating system and as such, they are frame rate independent. This means that if the game is running slowly, the cursor movement will still feel sharp and quick. Software cursors are cursors managed and r…
Thanks. (I did try the hotspot myself as well and reached the same conclusion :) )
And speaking of cursors, a long time ago we spoke of hardware cursors and I wanted to touch base and see if this has been implemented or not. I mean using hardware cu…
The NavMesh search % worked like a charm, thanks. You learn something new every day. :)
Now regarding the "Walk" cursor, I'm not even sure it's possible at the moment. I'm using Unity Navigation and I can't make a hotspot with the exact sa…
I perfectly understand your concern, I wouldn't want to manually re-build my hotspots myself. :) I'll be glad if you do manage to do this as it will significantly simplify my hotspots setup and my scene planning in general.
Thanks.
Each hotspot does indeed have only one Use interaction in Context Sensitive mode but that single Use interaction can change over time. Take a locked door, for instance. At first the Use interaction can be used to knock on the door or try to open it …
I know this is off topic but I still wish there were multiple "use" interactions in Context Sensitive mode. I have way too many scenes with way too many objects with duplicated hotspots just because each hotspot supports only one "use…
If having intensive post-image effect scripts on every Game Camera really causes performance issues, they should be disabled when on the Game Cameras and the code will enable them after copying them to the Main Camera. But why would a disabled scrip…
I understand what you're saying but what are the pros of having components on the Main Camera in addition to those in Game Cameras? So that you can put there components you want all Game Cameras to share? If that's the only reasoning, I don't think …
When I thought of coding this myself, I made the decision that the Main Camera should never have script components of its own (except the MainCamera script of course). The only script components that will be in effect at any given moment in the Main…
Yes, that's what I meant. The idea is to let the main camera become everything the game camera wanted upon camera switch instead of just copying a few parameters.
What do you think?
I have a situation in which I need different image effects on the Main Camera depending on which Game Camera is currently in effect. More so, in some cases, I would need the same image effect but with different values depending on which Game Camera …