Hey everyone
I'm having a bit of a problem with Adventure Creator 1.84.3 running under Unity 6.2 (6000.2.6fs)
The Controls in my game have EndCutscene and Menu set to the same key (Escape), which of course caused the Pause menu to trigger when skipping a cutscene
I fixed this by having the premade "Pause game" Active Input only toggle in the "Normal" and "Dialogue Options" states, thus disabling it during cutscenes
This worked fine until today (maybe because I updated the Unity editor?), where the pause menu triggers when skipping a cutscene once again
Based on my debugging this happens because upon pressing the escape key AC skips the cutscene correctly, thus switching the game to the "Normal" state, and after doing so it triggers the active input, which now sees the game as not in a cutscene and opens the menu
I'm unsure how to fix this, I'm pretty sure there's nothing I can do on an ActionList level since even if I added a check the game effectively is NOT running a cutscene
I suppose I could replace my EndCutscene with an Active Input but that feels unnecessary
One solution I could think of is to tell Unity/AC to process Active Inputs before the regular inputs, but I don't even know if that's possible
Has anyone else had this issue?
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Update: I was able to "fix" it by editing the PlayerInput.cs script so that UpdateActiveInputs() is called before the "EndCutscene" input is checked but it's obviously not a proper solution
Welcome to the community, @ddstarderg.
Good spot on the cause, thanks for the digging.
Rather than swapping those around, however, try simply adding
return;
to the end of the EndCutscene-check block, i.e. just afterResetClick ();
@ChrisIceBox oh yeah! That’s even better!
But if I modify one of AC’s scripts that’s going to be overridden next time I update it, correct?
If it fixes the issue, I will apply the same change to the official release.
@ChrisIceBox I can confirm adding
return;
afterResetClick ()'
did indeed fix the issue!Just adding a screenshot here for anyone else needing to do this, is literally one little line of code: