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Character sprite flips, and 9verb questions

Hi Chris, firstly thanks for AC, it's the first Unity Package I've purchased, I'm enjoying it thoroughly and it's allowed me to make a little game demo, which is playable here:

https://mikdog.itch.io/bru-boegie-get-the-milk
password: kiff

I have a couple questions please:

  1. In the HTML version, the player sprite often flips for a split second when doing custom animations. I've included some GIFs below of this. May I ask why this happens and how I might rectify it please? I have the player set to 4 directions, with 'right mirrors left' and I think maybe with the unique animations, it's trying to flip it quickly or something, or there's some conflict with walk to marker or something?

  1. When I open the fridge door, the 'action verb strip of text' above the 9 verbs often stays stuck on 'Open Fridge Door' even after I've completed the action, and even after selecting a new verb. Any ideas for why this is happening pls?

  1. I was trying to find a way to darken the background strip of the action verb strip of text, and looked in the 9verb prefab, but it looked like the colour was set to full opacity, and I couldn't find where to adjust opacity. Any tips for where to change the colour of the gray text and the background strip please? Eg in the bathroom against a white bg, the text gets lost.

Thank you.

Comments

    1. Is this to say it doesn't occur in the Editor? Can you share details/screenshots of the character's setup and animation calls? I'll need to attempt a recreation.
    2. Does this only occur with the Fridge door interaction, and what Actions are being run?
    3. The VerbsUI component, on the roof of the Canvas prefab, can configure the label's colour.
  • Hi Chris, thanks for replying, afk until Monday but will send info when back.
    Yes, ch flipping seemed to open happen in the HTML build and not in Editor. Will double-check ro confirm when back.
    Thanks.
  • Ah, forgot I recorded this in Editor. Character flipping doesn’t seem like it’s a problem here:



    Can share more settings when at comp again.
  • HI Chris, here's my player settings PreFab. Please let me know what else you'd like to know / can try send the project if necessary.

    https://ibb.co/Mn4ndK3

  • edited December 2024

    What are your AC/Unity versions? I'll also need to see the Animator and the ActionList that triggers it.

    Is this a case of the animation playing for one frame in the wrong direction before flipping, or the flipping occuring a frame before the animation plays? Try playing an animation that changes the sprite completely to make this more clear.

  • AC 1.82.1 and Unity 6000.0.26f1
    As reported, the issue doesn't occur in the editor, only on the Web build.
    Here's some more info:

    Some info about the ActionLists, eg this is the one where Bru puts the jack under the couch and we see the flipping:

    I'm not sure what's happening with the flipping tbh. I was thinking of trying to delete any of the 'right-side' custom animations like 'picking up', and just use 'left-side' animations with 'flip custom animations' checked (currently unchecked) as I have 'right mirrors left' in the player inspector checked. Or I wonder if 'turn to face' is only happening like a frame after the animation starts playing.

    I'll test what you suggest, will need to do another Web export so might only get to it later on. It seems to only happen with custom animations and the custom animations are included in the animation controller, in case that's useful info.

  • Or I wonder if 'turn to face' is only happening like a frame after the animation starts playing.

    As in, the Copy angle after? option? Shouldn't do, but you can test this with an Engine: Wait Action in between the two Actions.

    I was thinking of trying to delete any of the 'right-side' custom animations like 'picking up', and just use 'left-side' animations with 'flip custom animations' checked (currently unchecked) as I have 'right mirrors left' in the player inspector checked

    Try it for the prejack animation, naming it prejack_R and checking Add directional suffix? in the Action.

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