So I have this puzzle where the player pushes a barrel over a button to open a pathway. It has a remember transform on it.
When I save/load, it looks like there's 1 frame where everything is default and then snaps into position, causing all animations/sfx to kick in as though the player had just pushes the barrel on top of the button. Is there anyway around that?
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to clarify, you don't actually see the barrel out of position, you just hear/see all the animations that it being in position triggers.
Another relevant detail, the trigger on the button is an 'on enter' trigger, that detects when the barrel is pushed into it.
Thanks for the report - though I'm having trouble recreating it.
What are your AC/Unity version numbers, and could you share the Inspectors of both the barrel and the Trigger?
Is the Trigger turned off once the barrel enters it?
The trigger settings.
https://imgur.com/a/niSqtDA
video of it in action
It looks like it re-triggers all the on-enter effects
AC version 1.76.3
unity 2021.3.20f
Thanks for the video - though it appears to be private.
You'll either need to set the Trigger's Reacts property to During Gameplay, or disable it once the barrel has entered it.
Setting it to only during gameplay made it not detect when it entered since the "pushing the barrel" animation was a cutscene. And I didnt see anyway to disable a trigger with actionlist, only disabling hotspots seemed like it was an option. I tried to teleport the collider itself away, but the problem persisted. But I did find a solution in the end.
What ended up working was setting a component variable on whether the switch was on/off and having it check that as the first action. So even if it does run, it now does nothing if its supposed to do nothing.
You can disable a Trigger with the Object: Send message Action, sending it the "Turn Off" message.