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How to avoid timeline load at startup

AC 1.83.0
Hi,
profiling the memory, I have seen that all the inventory items are loaded at startup, including their texture and use/esamine action lists. In particular, in an item, there's a reference to a timeline, and hence the referenced atlas is loaded.
Is there a way to avoid it?

Thank you.

Comments

  • edited December 1

    Can you share screenshots of the Timeline / ActionList involved, and how many Items have a Timeline referenced in this way?

  • Hi Chris, thank you.
    Here is the screenshot: it's the action list used in "Use" slot in Standard interactions of a inventory item. As you can see the second action (it's a custom) calls the timeline that is a prefab. The sprites of the timeline are in a Atlas and when the inventory is loaded seems to load the atlas/timeline too.

    https://drive.google.com/file/d/11MqtT08muqEWSE0PR9JFcnIBENxLH_Hd/view?usp=sharing

    Thank you.

  • As it's a custom Action, it could be modified it to accept an Addressable reference to the Director, and then load that Director from the Addressable before it runs.

    Otherwise, you could clear the Director field and override it with a GameObject parameter, and then use a custom script to assign that parameter to the Director when the ActionList is run.

  • Ok, thank you, btw, is there a way to avoid loading all the inventory items at startup?

  • The Items themselves would need to be declared, but you could use scripting to populate their data (e.g. textures etc) at runtime.

    To get an API reference to a particular field, right-click the field's label in the AC Game Editor.

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