I did some more testing and the zoom only does not work when using buttons instead of axis.
When enabling the axis it does work. But i want to use buttons sadly
And thanks for looking into panning! Excited for the next release
Thought i'd continue this thread instead of starting a new one for future people to have anything in 1 place.
As you say the function need to be declared for custom animations. This sounds very logical, but on what class?
The Horizontal plane was already at XY.
Disabling the Ignore Height Distance setting fixed it! No idea why tho, thought it would count for z-axis, but works good now!
Thanks a ton, for the great asset and great (and patient) support! Ill be sure…
That fixes the "The character sometimes starts the proper move over time, but then after like half a second, it teleports to the target cell." problem. It used to move one cell then teleport to the target cell.
I found its only in the Y direction t…
That is why i , in my initial post, i asked for some info for a way to hook it up to an event using the check orientation node.
The problem was there is not an event (as far as i know) u can execute when a combatant gets placed and its orientation …
I have managed to get it working with the direction input, and it accesses the animator correctly.
However i still have an issue, i should use the rotation settings, and the values get sent to the animator correctly. but when using rotations in 2D …
The box collider gets disabled, but the previous problem still persists.
The distance is a max of 5units on either X or Y (5grid cells).
The character sometimes starts the proper move over time, but then after like half a second, it teleports to …
I have checked out the Auto Rotation Parameters in the mecanim settings but i still have some questions.
First of all it doesnt seem like the orientation change gets sent to the animator.
I have set up a float, like i do with horizontal en vertical…
Thanks for the reply
Here is a screenshot of the Change Position node
https://imgur.com/a/NHUDhIT
I have foundb the collider doesnt get disabled however (i use a box collider2D). when using the enable node, how do i access a box collider2d?
(Col…
Thanks for the reply!
I understand what u are saying, now i just have to implement it!
Guess i overlooked the auto rotation parameters in the mecanim settings :D