That did the trick! The "Show Logs in Console" was set to "Only warnings or Errors", and once I changed that to "Always" it worked perfect!
Thanks so mcuh!
Hey HarryOmnious, thanks for the reply. Have the console open but it doens't print out anything to it (set to show informational/warnings/errors).
Tried with a few different actions, and "search local instances" doesn't seem to print anyth…
Thanks for the quick response Chris!
I've tried using the Actions Manager to search both scene and/or project-wide but nothing actually happens when I click those buttons - where is the information supposed to be populated? Or what is the expected t…
Sorry I probably wasn't clear, the cutscene itself doesn't end, it's just that the actual fade of the camera disappears, so the cutscene continues as intended it's just that you can see stuff you shouldn't be seeing as the camera should be blacked o…
Hi Chris, I'm looking for a way to prevent the fading from disappearing. As an example, player might have to go up a flight of stairs, but instead of animating that, I just fade the camera out, play some footstep sounds, then fade the player in onc…
Ok so I've tested the code changes in SceneChanger.cs, and unfortunately it does not resolve the issue.
However, I'm not able to reproduce the issue using Default_MenuManager so the problem must sit with my own menu manager.
I'm able to work around this issue by having an action list to run after loading that turns off the pause menu - at least I haven't seen the issue re-occur since I put that in place and am happy enough to leave it as is.
If you want to investigate …
Hmm however now a new problem seems to arise. When I now load a game, the screen will stay black after loading, and the AC status window will say "Current game state: Paused" - if I hit esc (which pauses/unpauses), then the camera will fad…
Good to hear the issue was reproducible. Whilst the info might no longer be neccesary:
Delay before and after? is set to a value of 1
Unity version: 5.5.2f1
Just seen the new update released and can confirm issue is resolved - thanks!
Small update, if I leave the GameEngine object in the loading scene, then the AC status window is visible during the "frozen" loading page, but all it's sayig is "Current game state: Normal"
Hi Chris,
The loading scene is an AC one, though it doesn't have a GameEngine object. I tried adding one but it made no difference.
The locking is just the game seemingly forever loading, it doesn't crash but never progresses beyond a loading stage…
I did have it in place to try to fix the issue, I've since been messing with an untold number of settings, and when I now removed this action just to see, lo and behold everything is working as it should. Not sure what change along the way I might h…
Hi @Alverik,
So the action list that sets the character to move on the path is a separate action list that gets called by the onStart actionlist. The actionlist itself the the NPC reaches is embedded in the path node itself so it's neither an onSta…
Hey @mjbcfc,
That sounded pretty promising as I was checking things in scene view - alas I'm not having any luck doing it directly in the game view either. To be on the safe side, I compiled the game and ran the executable as well and unfortunately…
Hi Alverik,
Thanks for the suggestions! I tried setting the NPC to "Move on a new path" instead of continue, with he same results. With the debugger running, it shows that the action list does actually close off as it should.
Here's some…