Ah yes that seems to have done the trick! It's back to working now.
Something that's back now that I thought had been resolved in an update, is that hotspot labels are super jittery when running past them. I have them to appear over player, and if …
They do slow, but there is like a residual juttering of increased speed that keeps coming and going, it's as though the collider is of a soft material that the character can push into and get knocked back slightly by is the only way I can describe i…
Brilliant Chris that works like a charm!
Again, I can't express how grateful I am to the support you're providing. It's really above and beyond most times.
Sorry, I'm not being clear I think - they are using separate action lists.
Item A, has an actionlist called ItemAUse attached to the use interaction of item A, then I've created a separate actionlist that's identical to ItemAUse, called unhandled…
Hmm, that still doesn't seem to work.
If item A and Item B both have above ActionList assigned as both the Use interaction and the unhandled combine interaction what will happen is:
1) Be uneqipped, and access inventory and equip item A, inventory…
Going the ActionList route mentioned above, is there a way to disable the need to de-select the currently selected item before you can select a new one in the inventory?
I tried putting a Inventory Select > Deselect Active in front of the two ac…
To add to above, same issue if instead of modifying object visibility, I try to teleport them away instead. Once I go back to the save just prior to running the action list, the values seem to not reset.
Tried moving the actionlist from a trigger t…
Seems like this issue has resurfaced but now affecting something else.
I've set up a series of events via an ActionList, that will towards the end set on object to invisible and one object to visible. To do this, I've assigned "remember visibi…
So I don't really know what I did - I just messed around a bit with the specific action lists, and now the issue can't be reproduced anymore.
Seems to be working as intended now.
Hi Chris,
Save file is in the same scene.
Unity version: 5.4.1f1
AC: 1.54c
PC platform, and this happens in the editor, haven't tested in build yet but can if it's of interest.
Hi Chris,
No speech audio added to the game
Just tried there setting minimum display time to 0.1 - no changeHave tested with multiple cutscenes many of which just had the one Dialogue action but unfortunately the issue remains.
If I disable "Display subtitles forever until user skips it", I get two options:
"Minimum display time (s)" - currently set to a value of 0"Display time factor" - also currently set to 0
How I currently have it set:(Ima…
Hi Chris,
Seems to occur for all text yes. No speech tokens in use.
I don't see the "Time before can skip (s)" in the speech manager - are you referring to "minimum display time (s)"? If so. this is set to 0.
Thanks!