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Bug when walking on trigger with switch camera

Hello,

I've encountered what seems to be a bug. I have a trigger set to "Run in Background," which switches to another camera when the player enters the trigger zone. The issue occurs when the camera switches, and you open up a menu (such as pause menu). After closing the menu, the player stops moving for a while.

Normally, when you open and close a menu while walking, the player movement continues seamlessly. However, this problem only arises when the camera switches upon entering the trigger.

AC Ver: 1.81.2

Comments

  • Did you create your Menus using the New Game Wizard with v1.81? An issue was found with the Pause menu's ActionLists?

    You can use the AC Status box at the bottom of the Settings Manager to check if the game is in an inadvertent cutscene, as well as the ActionLists that are causing it.

    In particular, check your Pause menu's "ActionList when turn on" asset. That too should be set to Run In Background.

  • Hello Chris. Apologies for the very late reply.

    Did you create your Menus using the New Game Wizard with v1.81? An issue was found with the Pause menu's ActionLists?

    No. It can be done with any menu as long as it has Pause game? checked.

    In particular, check your Pause menu's "ActionList when turn on" asset. That too should be set to Run In Background.

    The pause menu does not have "ActionList when turn on" asset.

    To recreate the issue:

    Have the player walk on a trigger set to "Run in Background," which switches to another camera. Right after the camera switches open up the pause menu (any menu with Pause game? checked) then close the menu. The player will stop moving.

  • I can't recreate such behaviour, running a fresh project with the New Game Wizard to generate a new sample point-and-click 3D scene.

    Does the issue still occur if you replace Camera: Switch with an Engine: Wait Action?

    Open up AC's Char script and search for the line:

    if (optionalPath && activePath && activePath != optionalPath)
    

    Above it, copy/paste:

    if (IsPlayer) Debug.Log ("Player stopped");
    

    Check the Console for the message that appears when the Player stops due to this issue. What's the full stacktrace that displays when selected?

  • I can't recreate such behaviour, running a fresh project with the New Game Wizard to generate a new sample point-and-click 3D scene.

    movement method is set to direct.

    Does the issue still occur if you replace Camera: Switch with an Engine: Wait Action?

    No, so far only with camera switch.

    Check the Console for the message that appears when the Player stops due to this issue. What's the full stacktrace that displays when selected?

    Player stopped
    UnityEngine.Debug:Log (object)
    AC.Char:EndPath (AC.Paths,bool) (at Assets/AdventureCreator/Scripts/Character/Char.cs:2286)
    AC.Char:EndPath () (at Assets/AdventureCreator/Scripts/Character/Char.cs:2357)
    AC.Player:EndPath () (at Assets/AdventureCreator/Scripts/Character/Player.cs:395)
    AC.PlayerSpawner/d__2:MoveNext () (at Assets/AdventureCreator/Scripts/Character/PlayerSpawner.cs:161)
    AC.SaveSystem/d__51:MoveNext () (at Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs:765)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
    AC.SaveSystem:InitAfterLoad (int) (at Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs:743)
    AC.MultiSceneChecker:RunStartProcess () (at Assets/AdventureCreator/Scripts/Game engine/MultiSceneChecker.cs:122)
    AC.MultiSceneChecker:Start () (at Assets/AdventureCreator/Scripts/Game engine/MultiSceneChecker.cs:54)

    Player stopped
    UnityEngine.Debug:Log (object)
    AC.Char:EndPath (AC.Paths,bool) (at Assets/AdventureCreator/Scripts/Character/Char.cs:2286)
    AC.Char:EndPath () (at Assets/AdventureCreator/Scripts/Character/Char.cs:2357)
    AC.Player:EndPath () (at Assets/AdventureCreator/Scripts/Character/Player.cs:395)
    AC.PlayerInteraction:StopMovingToHotspot () (at Assets/AdventureCreator/Scripts/Controls/PlayerInteraction.cs:2299)
    AC.PlayerInteraction:OnInitialiseScene () (at Assets/AdventureCreator/Scripts/Controls/PlayerInteraction.cs:2452)
    AC.EventManager:Call_OnInitialiseScene () (at Assets/AdventureCreator/Scripts/Managers/EventManager.cs:2286)
    AC.SaveSystem/d__51:MoveNext () (at Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs:771)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
    AC.SaveSystem:InitAfterLoad (int) (at Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs:743)
    AC.MultiSceneChecker:RunStartProcess () (at Assets/AdventureCreator/Scripts/Game engine/MultiSceneChecker.cs:122)
    AC.MultiSceneChecker:Start () (at Assets/AdventureCreator/Scripts/Game engine/MultiSceneChecker.cs:54)

    I get these messages when I start the game.

  • I get these messages when I start the game.

    But not when the issue occurs?

    If you're using Direct, are you still pressing the inputs that cause the character to move?

    What are the orientations of the before/after cameras? Try duplicating the first camera, and switching to this copy instead - does the issue still occur?

  • But not when the issue occurs?

    Yeah, only on start.

    If you're using Direct, are you still pressing the inputs that cause the character to move?

    Yes, basically keep on pressing "Forward" for example and open the menu after the camera switch while still pressing forward then close the menu.

    What are the orientations of the before/after cameras? Try duplicating the first camera, and switching to this copy instead - does the issue still occur?

    Still the same issue.

    Here is how I recreated the issue:
    Using new game wizard, I created 3D game with direct movement and input set to keyboard or controller with context sensitivity. I used the 3D sample player and 3D sample scene. Once created I opened the scene and created a new camera and placed a new trigger set to run in background and action to switch to a different camera.

  • Does this also occur in the latest release? My recreation attempts were effectively the same as these steps.

  • Does this also occur in the latest release? My recreation attempts were effectively the same as these steps.

    Yes, I'm doing it in the latest update.

    I made a short video explaining the issue. Hope it helps.

  • Recreated, thanks. I'll see this addressed in v1.82.

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