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11tomi12

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11tomi12
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  • I think that the safest way to run that action is to instantiate an ActionListAsset, add the action and run it. That way this action is completely seperated from our original actionlist. var al = ScriptableObject.CreateInstance(); al.actions.Add(…
  • This should be useful for others aswell so I'll explain it more step by step. * Have an Action that supports both Actionpoint and Animation finish events, that the action listens to from the animated object. * Add fields to the action to hold data …
  • Thank you for your help. I played a bit around with some base Action functions and managed to make it work. What I did was I duplicated SkipActionGUI to create a input for our "secondary" action. Did some checks so that the selected actio…
  • I checked the code for actions Run in parallel and Check random number. Both have a End function that contain a list of all actions in that actionList and return the next action to be run (hope I understood that correctly). I could use this for my …
  • Sorry, I forgot to mention that. Yes, every such animator has a special script attached, that is then referenced in the Action (only objects of those types actually). Those scripts listen to those two animation events and set a flag. The action chec…
  • Hey there! Not sure how I didn't see this sooner but the code you provided for GetAnimeEngine() doesn't work quite well. The problem I see is that if I set a custom animEngine **it won't call **ResetAnimationEngine() because the if statements are no…
  • Alright, thanks!
  • Switching to SpritesUnity and back to custom resolves this issue, fantastic! While on the topic of animation engines: Which engine should I use in case I just need a NPC reference and no actual animations? Example: A scene has a radio playing a spe…
  • This does the trick, thanks. ResetAnimationEngine() now gets called only after exiting play mode ( animationEngine == null ), which is probably intended. Any idea about the "The character XXX has been temporarily upgraded " message? It's …
  • @ChrisIceBox Just upgraded to AC v.1.68.1. Still getting both errors: (Quote) on starting play mode - and the animationEngine being reseted every frame when character inspected. (Quote) where animEngine is the name of the script and animationEng…
  • Alright, after some intensive debugging I managed to find the cause of this bug! I have added an autosave feature that is triggered after the OnStart cutscene ends (after it ends the player has surely walked in the room, we don't want to save while…
  • When switched back tho the original scene and when the ActionList is becoming stuck, following states are present: * Player is properly switched back to original * When reopening ActionList window, no action is highlighted (ActionList asset or in-s…
  • I've added the wait node after Scene switch and it didn't work. The ActionList is still stuck. prntscr.com/ngn8w3 If you check the screenshot you will see that the connection after scene switch broke again. The console messages appeared for nodes …
  • Working ActionList with annotations: prntscr.com/ngkvgy Non-working ActionList with annotations: prntscr.com/ngkxr8 (Quote) Yes, I made sure the characters were where they are supposed to be. To be clear, character switching works normally. (Quote…
  • Forgot to include details regarding player states: I am not using any in-scene player prefabs, all players are defined in Settings manager and switched accordingly. I am trying to switching from player A to player B (to a different scene), switching…
  • Here is a screenshot of the working ActionList asset: https://prnt.sc/ng3c2e And a screenshot of the non-working ActionList: prntscr.com/ng3fk9 I added a 2 sec Wait node after scene switch and it seems to work now, waiting for this long however is …
  • Unity 2018.2.20f1. It is occuring for both in-scene characters and player prefabs.
  • Sorry, forgot to add. It's v1.66.8. Something else: Every time I enter Play mode I receive this message for every character in the scene: "The character 'Character' has been temporarily upgraded - please exit Play mode and view their Inspector…
  • Thank you for your quick answer. I did jump too quickly to conclusions regarding the single AssetBundle perfomance, sorry for that. Manually assigning AssetBundles sounds like something, that would have to be bulletproof, but I will think about it.…
  • The current SortingMap is scaling only on the Y axis. We have some scene in which scaling on the X axis is needed as well. This is implemented via a generated mesh via triangulation from different points in the scene, allowing more precise scaling. …
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