MouseButton2 still working to rotate the camera in these modes was a long-standing bug in C++ code, code that is disabled by the Lua camera flag and is going to be removed. Cameras of these types are not supposed to respond to any user input that is not explicitly set up by the developer. That will break again and will stay broken and you have a bit more work to do. Secondly, in the replace footage box, you can Select the new file and hit Open. You may also control or right-click the clip in order to replace footage. Firstly, select the clip and replace the footage. If your game broke due to relying on WASD or RMB camera control in a Scriptable, Fixed, Watch, etc. In order to replace footage in after effects, you need to choose the clip for which new source footage is required in the Project Assets Panel. If you have forked CameraScript, you will very likely need to merge in some changes. If your game broke, and you have not made a copy of CameraScript in your place, problems you saw might not recur. By default, the left button is the main mouse button, and is used for common tasks such as selecting objects and double-clicking. ![]() When you press the one on the right, it is called a right click. ![]() When you press the left one, it is called a left click. ![]() The rollback of this change is only temporary, so that I can fix the few issues we saw with the mouse cursor locking and with Poppercam running when it shouldn’t (e.g. Right Click: Most computer mice have at least two mouse buttons. If you posted here yesterday about your game having issues with the Lua cameras, please do provide a link here to the affected game(s).
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