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Post by manwitch on Dec 7, 2019 13:00:47 GMT
So the keyboard controls work fine for me, but when I try to use a controller, it has an "x" prompt to place the trap. When I press "x" the character just jumps... how do I fix this? They are xbox controls I understand they are xbox controls... that's why I wrote "when I try to use the controller"... My question is, what's the simplest way to fix this problem? When pressing "x" on the xbox controller, the character jumps, and doesn't place the trap. I can't make it work with a controller?
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Post by Yort_Draeb on Dec 10, 2019 23:28:03 GMT
I understand they are xbox controls... that's why I wrote "when I try to use the controller"... My question is, what's the simplest way to fix this problem? When pressing "x" on the xbox controller, the character jumps, and doesn't place the trap. I can't make it work with a controller? Look into your code and find where it is. It would depending on what you enter in. It sounds like under the keyboard option you have x. What ever you have in the controller option should be what works. If it is what you are pressing you may need to reinstall the asset and or reinstall project settings
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Post by manwitch on Dec 11, 2019 13:59:44 GMT
Thanks for the effort trying to help! I haven't changed anything. This is just Invector builder in a clean project. the "x" I'm referring to shows up to the right of the "d-pad" icon for choosing weapons and potions. Like if you have a potion selected a little icon shows next to the potion that is the "LT" (left trigger) and that works perfectly, but when you press on the "d-pad" down to change to the building materials like the spike traps you pick up in the demo, that's when the icon to the right changes to a blue "x" denoting the "x" button on the controller but when I press that the character just jumps instead of placing the trap. So I am wondering if there is an easy way to "tell" the controller when you have a building material qued up pressing x makes you use it instead of jumping. LOL I hope this explanation is better than my first ones I understand they are xbox controls... that's why I wrote "when I try to use the controller"... My question is, what's the simplest way to fix this problem? When pressing "x" on the xbox controller, the character jumps, and doesn't place the trap. I can't make it work with a controller? Look into your code and find where it is. It would depending on what you enter in. It sounds like under the keyboard option you have x. What ever you have in the controller option should be what works. If it is what you are pressing you may need to reinstall the asset and or reinstall project settings
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Post by Invector on Dec 11, 2019 14:37:49 GMT
Thanks for the effort trying to help! I haven't changed anything. This is just Invector builder in a clean project. the "x" I'm referring to shows up to the right of the "d-pad" icon for choosing weapons and potions. Like if you have a potion selected a little icon shows next to the potion that is the "LT" (left trigger) and that works perfectly, but when you press on the "d-pad" down to change to the building materials like the spike traps you pick up in the demo, that's when the icon to the right changes to a blue "x" denoting the "x" button on the controller but when I press that the character just jumps instead of placing the trap. So I am wondering if there is an easy way to "tell" the controller when you have a building material qued up pressing x makes you use it instead of jumping. LOL I hope this explanation is better than my first ones Look into your code and find where it is. It would depending on what you enter in. It sounds like under the keyboard option you have x. What ever you have in the controller option should be what works. If it is what you are pressing you may need to reinstall the asset and or reinstall project settings Actually the current version of the builder is not properly set up for the Xbox Controller But it's pretty simple to fix, just change the input to whatever input you want in the inspector and make that if you're using triggers (LT or RT) check the option Axis You will need to change the sprite later in the Canvas input switch
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Post by Invector on Dec 11, 2019 15:15:35 GMT
I just upload a new version with the input for gamepad issues fixed ;)
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Post by manwitch on Dec 11, 2019 20:57:54 GMT
Many thanks for all your effort! I'll check out the new upload!
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Post by argha243 on Jan 4, 2020 6:11:19 GMT
Official Add-on Builder by Invector
It's Great!!!!
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Post by touchstonebros on Apr 30, 2020 0:12:55 GMT
Hello all! I'm new to invector and so far I'm impressed. But are there any builder addon tutorials? I didn't see any obvious instructions or a readme so I manually copied EVERYTHING to my own model and it's mostly working with a few bugs.
I can't place objects because the spawner icon is always red. If i move it REALLY fast it turns green for a second and I can occasionally get it to start the build but what do I need to do to get it to turn green when nothing is blocking it?
Thanks
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Post by Invector on May 4, 2020 12:17:04 GMT
Hello all! I'm new to invector and so far I'm impressed. But are there any builder addon tutorials? I didn't see any obvious instructions or a readme so I manually copied EVERYTHING to my own model and it's mostly working with a few bugs. I can't place objects because the spawner icon is always red. If i move it REALLY fast it turns green for a second and I can occasionally get it to start the build but what do I need to do to get it to turn green when nothing is blocking it? Thanks Download the latest update v2.5.1 and the latest builder v1.2, there is a new method to verify uneven terrains so it's easier to set build objects. Also, the steps are correct you just need to copy the BuildManager prefab and place inside your character, make sure all the objects inside are assign correctly and add the ItemListData with the builder items to your ItemManager
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Post by touchstonebros on May 6, 2020 3:35:45 GMT
Awesome! Thanks!
Update: Verified it's fixed now. =)
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Post by Invector on Jun 8, 2020 13:47:24 GMT
I just upload version 1.2a, it's just a hotfix fixing the minigun prefab
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Post by chippedmonk on Jul 12, 2020 15:07:03 GMT
I have a fresh install using unity 2018.4.24f1, shooter controller 2.5.3, builder 1.2a. Getting the following compile error:
Assets\Invector-3rdPersonController\Add-ons\Builder\Scripts\vBuildManager.cs(106,47): error CS1061: 'vItemManager' does not contain a definition for 'ItemIsEquiped' and no accessible extension method 'ItemIsEquiped' accepting a first argument of type 'vItemManager' could be found (are you missing a using directive or an assembly reference?)
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Post by Frosted Brain on Jul 13, 2020 5:47:11 GMT
I have a fresh install using unity 2018.4.24f1, shooter controller 2.5.3, builder 1.2a. Getting the following compile error: Assets\Invector-3rdPersonController\Add-ons\Builder\Scripts\vBuildManager.cs(106,47): error CS1061: 'vItemManager' does not contain a definition for 'ItemIsEquiped' and no accessible extension method 'ItemIsEquiped' accepting a first argument of type 'vItemManager' could be found (are you missing a using directive or an assembly reference?) Same6
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Post by deirre on Jul 13, 2020 17:43:40 GMT
I have a fresh install using unity 2018.4.24f1, shooter controller 2.5.3, builder 1.2a. Getting the following compile error: Assets\Invector-3rdPersonController\Add-ons\Builder\Scripts\vBuildManager.cs(106,47): error CS1061: 'vItemManager' does not contain a definition for 'ItemIsEquiped' and no accessible extension method 'ItemIsEquiped' accepting a first argument of type 'vItemManager' could be found (are you missing a using directive or an assembly reference?) Same6 Same error for 2018 and the latest 2019 build
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Post by deirre on Jul 13, 2020 19:11:34 GMT
Same error for 2018 and the latest 2019 build I commented out that line since it doesn't currently affect what I'm doing.
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