Madboy James
Member
Hi, I'm using UCC + Unity input system + Cinemachine.
I followed the documentation at https://opsive.com/support/documentation/ultimate-character-controller/integrations/cinemachine/
And it works as long as I specify the old input system axis in the cinemachine freelook camera.
If I remove the Input Axis Names, I get no camera response from my input.
I traced the stack a couple different ways, but I could not find where between the cinemachine free look camera, and UnityInput.cs (by opsive) the code isn't using the right values.
So I'm wondering how do I get a character camera to respond to inputs from the new unity system. Any leads are appreciated, such as places where the systems link up. (I've checked CinemachineViewType.cs, and it seems the rotate() method receives my inputs via horizontalMovement and verticalMovement arguments, but those varibles are not referenced in the method. Not sure what to make of that or do with it. )
I followed the documentation at https://opsive.com/support/documentation/ultimate-character-controller/integrations/cinemachine/
And it works as long as I specify the old input system axis in the cinemachine freelook camera.
If I remove the Input Axis Names, I get no camera response from my input.
I traced the stack a couple different ways, but I could not find where between the cinemachine free look camera, and UnityInput.cs (by opsive) the code isn't using the right values.
So I'm wondering how do I get a character camera to respond to inputs from the new unity system. Any leads are appreciated, such as places where the systems link up. (I've checked CinemachineViewType.cs, and it seems the rotate() method receives my inputs via horizontalMovement and verticalMovement arguments, but those varibles are not referenced in the method. Not sure what to make of that or do with it. )