Thanks for pointing that out, Richard. I actually went back to ChatGPT with your feedback and wrote to it:
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And this was it's response :smile:
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I guess it heavily relies on the prompt direction, but I've been using it heavily for bo…
I further went on to ask:
"in the above adventure creator code, what if I want to run an AC interaction that is in the scene (and not an asset)"
Here was its response:
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using UnityEngine;using AC; // Make sure to include the Adve…
Ok problem solved.
For anyone who might have this issue, it was due to Unity's Garbage collection causing a massive spike in CPU usage which was causing a brief micro-lag which caused any movement of the mouse to over-compensate.
The default setti…
oK, on further investigation, I've found out why it's happening, but not the root cause. I turned on the profiler, and just before the point that the fps character suddenly whirls, the profilers shows a massive spike in CPU usage, which appears to b…
Update: Some good news: when I build the game into an executable and play it, this issue does not occur. Which means that this is only happening in the Editor.
Which is a relief, however, it's still an irritant in the editor as we're making an atmo…
Thanks for your response Chris.
To confirm this, I created a new project (HDRP) in Unity Editor 2022.3.13f1.
I then imported into the project the latest version of AC. (1.79.3). I then downloaded the latest First Person Player Prefab from the AC si…
Update: No, it doesn't fix it. After about 20 seconds, the same issue occurs; the FPS player is suddenly and sharply turned around 90 degrees of it own accord, even if the player is moving the mouse.
Wait, I just noticed that AC had an update on Jan 04th. I'm just updating it in my project. Maybe this will fix it. Will post back here if it does (or doesn't)
Ah nevermind, I found the issue. There were two FP prefabs in my project for some weird reason. I'm not sure how that got copied into the AC project folder. I was editing the wrong one. Thanks
Ok, the above method didn't fully work so I finally solved it as follows:
1. Set "Settings > Interface Settings > Interaction Method" to "Custom Script"
2. Keep "Mouse Clicks have Default functionality" as checked…
I found the solution here:
https://www.adventurecreator.org/forum/discussion/9331/button-press-to-pickup-item
It seems another user had the same problem; if he disabled "Mouse clicks have default functionality?" then the menus stopped re…
Hey Snan, I started a new empty unity project, added AC into it, and then unchecked "Mouse clicks have default functionality?" and as expected mouse clicks don't work on the menu nor interact with hotspots.
Then I added InteractionA in In…
Hi Snan, thank you for checking back; I did try it again, but I'm facing the same issue. If I go to the Input Manager and map InteractionA to the "e" key, then in all the menus, I have to press "e" instead of left mouseclick to s…
Hmm... I had a look at the combat example project. This code looks promising:
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I further studied the FP_Crouch script that comes with the downloadable First Person controller for AC. I think I might be able to make a copy of that and then us…
I tried this, but then doing so has the effect that even clicking options on a menu require to press the "E" key (instead of the left mouse button)
The behaviour I'm trying to achieve is this:
1. When in-game, clicking left mouse button f…
Nevermind, I found another thread that went into it along with a demo script from you. Sorry, I should really do a search on the forums before asking these questions :) Thank you.
Chris, a quick question related to this: For the custom FPS controller I'm building, I would be interested in using the new Unity "Input System". I suppose that the new Input System cannot co-exist with Unity's older Input Manager in the s…