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No Default ImputMap actions for character controller #348
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Hey, sorry about this. Unfortunately, the way Godot stores the InputMap inside the project settings, there's no super-easy way to include them when grabbing Cogito from the AssetLibrary. I recommend using the whole Cogito project from this GitHub repo. That way, the input map is preconfigured and you should be good to go. We'll also update the documentation to be clearer about this. We were experimenting with adding a button that would "reset" the project input map configuration to provide this, but the implementation was a bit questionable, will look into improving this in future updates though. |
Right, yes i eventually found that out. One temporary fix is to just have the input map names in the documentation. Simply to make sure people know how to set them up manually if they didn't realize they needed project.godot like me. Regardless, thank you for the speedy reply. Loving the template so far. On another note, it seems part of the weapon material is broken and does not display properly. This time i'm not sure it's an issue with missing files. Something to do with a global shader parameter |
@DeficientNull Re weapon material: Would you be able to open a new issue with this with a few more details? (which mesh/material, how it's broken?) |
@DeficientNull Give it a spin when you have a second, should help getting projects off the ground more easily. |
Closing this as this has been changed/updated. Please reopen if there's still issues with this. |
Cogito and Godot Engine Version:
Latest for both
Description:
I expect to run the example scenes with existing Input Actions since the docs imply that. This doesn't happen though and the docs don't go into detail about how to set that up.
Reproduction steps:
Run the latest version of the project and attempt to walk or assign your own controls for movement.
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