I get a "Uncaught (in promise) DOMException: The media resource indicated by the src attribute or assigned media provider object was not suitable."
The video is an 8s long .mp4 clip.
That's weird.
I added the script to GameManager and then AudioManager - as they are both scene surviving objects. I tested Update, FixedUpdate and LateUpdate, they were all stopped during game state paused.
Thank you for the quick response. I tried using the suggested method, but it seems that whenever the game state is paused, no more Update functions are called.
I've written a custom action that just looks at the clock, converts the current time to …
The menu is not opened from the OnStart cutscene.
I've setup the bug for you in this package
https://drive.google.com/open?id=1PmVcMsnVWrMgp4d1nhWYh8kbAu4_uX3m
Replace the 3 managers I've included and add the 3 scenes to your build manager. Start fr…
These are other menus that will be added to the top bar later in the game, but they are still locked at this stage. Including Tasks they are all setup like this:
"Pause game when enabled" is checked
"Clickable in cutscenes?" is u…
Yes, unchecking the Unfreeze option appears to resolve the issue completely. I will double-check if this is valid for the entire game, not just the first scene.
Edit: There are other menus in the game that need to have the Unfreeze option checked i…
The script you've given me works, but whenever I turn on a menu nothing shows up in the console - even though I can see in the 'AC Status' box that the GameState pops to "Paused" for a splitsecond and right back to "Normal"...
F…
Oh, I'm sorry, the issue is that PlayerPrefs still aren't loaded when profiles are switched. I was hoping you could maybe tell us if we forgot to update a certain script that's not on the list, or give a short description of how you fixed the issue …
If you could just help us out a little one more time, we can't get it to work 100%.
We replaced the old scripts for SaveSystem and SaveData for the new ones and fixed all the dependency issues it caused for the other classes (KickStarter, Inventor…
Okay, again thank you very much. With that we've definitively narrowed it down to the bug you fixed in 1.64 and can hopefully integrate the changes into 1.60 and make it work for us!
Just out of curiosity and because it's not obvious to us: How much of the last active profile is being loaded/initiated by AC managers when the game is started? Because I don't know, yet, what exactly is messing up our profiles / savegames.
I will, when I have time. We want to upgrade parts of this project to the current release anways, to see what still works for future projects, but it will be sometime next month.
"The current state of your game can be displayed in the Game window by enabling the AC Status box at the bottom of the Settings Manager (previously this was labelled "List active ActionLists"."
That's exactly wh…