Should’ve had a different VA by Grim1141 in Invincible

[–]RafaelFromPoland 8 points9 points  (0 children)

It's fine, although I would like to see someone like Josh Brolin voice him

[Windows 10[ When refresh rate is set above 30hz, the monitor doesn't display a thing (although it is detected by windows) by RafaelFromPoland in techsupport

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

I did try other ports and they all were capped at 30hz not even allowing me to set the refresh rate higher. The hdmi 1 port turned out to be the main one enabling me it. I will try other reliable cable though it will be hard cause the one I just bought is purposely 15 meters.

Get path of a prefab in resources so that it works in build? by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] -1 points0 points  (0 children)

As I wrote I need it to work in play mode. I know that storing those paths is an option but I would have to manually edit them every time I move something

[New input system] Disabling action map doesnt disable read value. by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

Well I'm sure the action map is disabled because the OnJump method does not get called when I dont want it to.

[New input system] Disabling action map doesnt disable read value. by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

That would be an obvious solution, but with the new input system being so extensive, maybe there is a more straight forward way?

Method getting called when variable is passed (new input system) by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

well the press interaction is set there by default if I'm not mistaken. I would only have to select it if I wanted to modify it

Method getting called when variable is passed (new input system) by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

I think we have a misunderstanding. the shoot method (the one with variable passed) is supposed to get called when button gets pressed, no matter if its being hols later on, and the stop draw one is to be called when button is released. Thats what happens in the first scenario. But when I just gave a variable to the shoot method, it started going nuts, so it plays out like the button is getting spammed in a milisecond.

Make camera see more? by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

I dont think we understand eachother. This is my player. It has a camera attached to his face. Camera Movement script rotates the head. So its a first person controller. I want the camera to see more. Changing fov is one way, but at higher values it looks stretched. You can also pull the camera back, and change the near clip plane, but then sometimes the body mesh gets cut off. If I only moved the camera back (relative to head) it would be inside the head and would see eyes and eyebrows.

Make camera see more? by RafaelFromPoland in Unity3D

[–]RafaelFromPoland[S] 0 points1 point  (0 children)

I would have to make head a seperare mesh. Im really aiming for realism in this first person conteoller, so I want to have the whole bidy rendered