After a LOT of testing, I've narrowed it down to a combination of VSYNC and FRAMERATE capping. @Saturnine , thank you for pointing me in the right direction.
When I used your script to cap the framerate to 60 FPS AND turned off VSYNC, the game buil…
Just an update on this @ChrisIceBox; for now I've gone back to the old input manager. There is a marked difference in the 'feel' for the FPS controller with the new Input system, where the new one feels 'janky' and the old Input Manager feels solid.…
@ChrisIceBox Further to this, how difficult would it be to use an 'off the shelf' first person controller and have it work with AC? Would it be as easy as just throwing on the AC Player script?
Thank you @ChrisIceBox ; just one more note to add is that even after tweaking the x and y FreeLook Sensitivity it still doesn't feel completely right and as 'transparent' as the earlier one. There's something slightly off too 'slippery/wonky' in th…
Hi Chris, thank you for your response;
I managed to find the old one from here: https://adventurecreator.org/tutorials/making-first-person-player
I notice that the controls have the same high-sensitive/slippery feel even when using the old first p…
Hey Chris,
Just wanted to say this is an amazing release. I've updated AC after a gap of a few releases and the improvements are insanely good. For one thing, shifting to Unity UI for all ingame menus is an amazing upgrade, it's so much easier to h…
Ok, I found the solution, by adding the following in the Coroutine. I hope this is the right approach?
if (AC.KickStarter.playerInput.IsCursorLocked()) { Debug.Log("The Cursor is locked!"); KickStarter.playerInput.SetInGameCursor…
Just a quick update on this Chris, by adjusting panning speed, switching the behavior or the scroll bar to zoom (instead of scroll) and then Inverting panning in the editor, it works EXACTLY like the pan tool in photoshop, which is to say it's perf…
Thanks for the response, Chris.
I would just say that it tends to overshoot and is not as convenient as a palm/drag tool that lets you drag the screen around, again ala UE Blueprints. But I understand that this would be difficult to implement.
Hi Chris, apologies for addressing you as Richard, I have no idea how that got flipped in my mind :smile:
Attached is an example of a pretty basic ActionList from my game, where there are three logical sections that are executed based on variables.…
One our recent games had exactly this mechanic and was in the same genre. We used an AC journal for this. You can have a journal have a background texture and you can add as many 'pages' as you like. Then, when the player comes upon a log file, you …