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mek

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mek
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  • Thanks for the feedback, Chris. Very helpful!
  • Looks awesome! How'd you set up your main menu camera? Nice real-cam feel.
  • Have you checked how your AssetList is set up When Running? Not sure if its related, but I had similar problems when I accidently left "When running:" to "Pause gameplay":
  • And you're using Object: Add or remove to spawn them? If not, the RememberTransform's OnSpawn function will need to be called through script. Ah, I wasn't aware you needed to call OnSpawn. I am using DunGen (https://assetstore.unity.com/pac…
  • I did include a link to the actual code - above the image is a link to the pastebin. Here is the direct url: https://pastebin.com/vyjq38md I call FixIDs() from somewhere else, after I generate my level. I'm not trying to do anything specia…
  • So I've tried replacing my function call with the code from AC's CheckForDuplicateIDs from ConstantID.cs, and also copied over GetAllIDScriptsInHierarchy and SetNewID as well. Pastebin of the new code Screenshot of Pastebin: Full size …
  • Hi Chris - just wanted to see if you had a chance to look into this further?
  • Try checking both Save scene presence? and Retain in prefab?, and then entering in the prefab's ID into the Linked prefab ConstantID field that then appears. That should give better results when a given prefab is spawned multiple times within the sc…
  • Just checking to see if you've had a chance to take a look and if anything unusual stands out that would cause multiple AssetLists to spawn in the hierarchy and not get destroyed.
  • Perfect, thanks!
  • This thread is a couple years old, but having similar issues. Line 143 no longer has SetCursorState - what is the new line that should be set to "true" to avoid the mouse cursor jump? Also, when Switching camera states when using Transition time…
  • That is the complete list. Sorry, had to wait until I ran the game a few more times before the multiple instances appeared again. When opening the errant instance in the ActionList Editor, none of the actions are highlighted: Full size: htt…
  • After I finished sharing the above images, I just noticed that the AssetList Assets default to "Pause Gameplay" when running. It seems likely that this is the source of the game hiccups! If the game is pausing momentarily to complete the actions, …
  • Hi Chris - I actually don't have "Can run multiple instances' checked: Full size: https://i.gyazo.com/c38c6e055783ca48ee31b8d3d6416792.png Could anything else be triggering that? I've noticed it doesn't leave multiple instances persisting …
  • Spoke too soon - it looks like I might have found the spike coming from RunUseInteraction? Full size details: https://gyazo.com/dc14ac1fd7e4760db3e0b92818afb78e Here is the actual Profiler log: https://drive.google.com/open?id=1Q7ObSJ6_5VXm…
  • One thing to note is that the scene generates a lot of AssetList Prefabs during runtime. Looks like it generates one for every door it opens/closes. This doesn't seem correct - shouldn't it destroy what it creates or always use just one?
  • There'd be an easy way to check that - just remove all but one from the scene and test it out. Just tried this - looks like multiple prefabs wasn't the issue. After profiling, seems like Playmaker is to blame: Full size: https://i.gyazo.…
  • EDIT: I replaced the entire ActionList with just an Engine: Wait (0) and it still has the lag. So its actually nothing to do with the ActionList itself. It happens as soon as you Interact with the Hotspot (both in Playmaker code and just using AC…
  • Hmm... I'm using Unity 2017.4.12f1 and AC v1.65.1 The delay is occurring at the exact moment RunUseInteraction is invoked. Same lag whether I use Call Method or Send Message. My UI flickers once and my movement lags for a second when this happ…
  • Thanks for that! It would be great in the future if integrating that function into AC Hotspot would be included.  I normally parent my Hotspots to other objects and it would be nice to just check a box than adding a script each time.  Just a though…
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