Hey jasong!I haven't looked at this feature too much yet, but if you're comfortable with code, you can go to the SaveSystem and use breakpoints to see how the code is flowing. For example, if you search for "Time display" in the AdventureC…
Haha, yeah, it's definitely not a normal case. In my game, I was consistent about always putting the player into the scene, except for my "intro" scene which handles an intro sequence, which is basically some video and such before you take…
Also, my fix code wasn't quite right (the issue stands though), but we can probably fix this to lerp more carefully based on how far you are from the originalMoveSpeed to the targetSpeed. (just moving it all to FixedUpdate is also a sort of fix, but…
Oh, no worries, Alverik! I'm definitely not offended, and I'm so sorry if I came off as gruff or condescending or anything. :) I was just trying to make sure I was being clear, and bad on me if I came off as rude.
Thank you for having taken the time…
Thanks for the docs link; I'm actually quite familiar with deltaTime. While it can make things framerate-independent, that's only if used properly; it's not a magic bullet to make anything framerate-independent. As the docs note, "If you add or…
I think I've finally figured out the core problem, and it's not the number of objects: the "Play movie clip" action gums up the scene. In my scene, I have 10 action lists that containing a movie clip action. When I unassign the movie clip …
240 ActionLists being considered quite an excess makes me wonder if I've approached something very wrong. If you consider a building with a dozen rooms and dozen items to examine in each room, you're at 144 ActionLists before adding anything else. S…
I did report them officially, and we had a discussion about whether or not they could be fixed without breaking back compatibility in how menus worked, and we concluded that I should just fix things for me while you thought more about to what extent…
Oh, duh, sorry for not doing so before: https://imgur.com/a/bFb41
You can see an in-game menu that looks differently between 16:9 and 16:10, which is partially fixed by the x/y changes, and completely fixed by the broader changes.
You can also see t…
Great, thanks so much!! (and for anyone who stumbles on this thread and hasn't yet picked up 1.53a, note that you can workaround by putting the actionlist in the scene, rather than an asset)
I found on http://www.adventurecreator.org/scripting-guide/class_a_c_1_1_main_camera.html :
"only the MainCamera actually performs any rendering".
I'll look more deeply into how this works, but that might explain things?
Hmm, you're right: removing the BackgroundCamera does remove the background. However, filters on the BackgroundCamera have no effect on the background, but filters on the Main Camera do. Should it even be possible for a filter on one camera to affec…
Found a better, perfect solution: there's a "Limit Visibility" component that can be applied to any object, and it does exactly the right thing trivially.