Howdy,
I'm using UCC, and shift between control of a large cast of actors during play where the player controls a single entity while the others switch to AI. Our move to the new Unity Input System's integration has been pretty smooth, but we hit a problem.
When we have multiple characters in the scene, it seems only one will "connect" to their inputs, even if we use different inputassets or instances for them.
Ex. Character A and B both enabled in scene, character B will be controllable and A will not.
If character B is disabled prior to play, character A will now function properly.
Each character is configured with it's own UnityInputSystem and PlayerInput script, with a unique input Actions object reference.
When not controlled by the player, a nav agent and behaviordesigner AI affect them as expected.
Is there a method to assuring these characters are able to enable/disable their input on demand?
I'm using UCC, and shift between control of a large cast of actors during play where the player controls a single entity while the others switch to AI. Our move to the new Unity Input System's integration has been pretty smooth, but we hit a problem.
When we have multiple characters in the scene, it seems only one will "connect" to their inputs, even if we use different inputassets or instances for them.
Ex. Character A and B both enabled in scene, character B will be controllable and A will not.
If character B is disabled prior to play, character A will now function properly.
Each character is configured with it's own UnityInputSystem and PlayerInput script, with a unique input Actions object reference.
When not controlled by the player, a nav agent and behaviordesigner AI affect them as expected.
Is there a method to assuring these characters are able to enable/disable their input on demand?