Thanks for this great update Chris!
One Question though regarding the adressables integration: Wouldn't it make sense to integrate it in the regular speech action (possibly using defines and adding an option in the game editor settings). The way it it right now makes it practically impossible to switch to adressables in the middle of a production as all the speech actions would need to be replaced. Also does this work in the timeline too? (using the timeline speech track). It would be great to move from asset bundles to adressables.
@Onat: Good point re. existing Actions. Defines would certainly be necessary for built-in integration, and I'll give it some thought. The current custom Action is a subclass, though, so it could be merged into the original in the meantime.
It doesn't currenty support Timeline-based speech, but I shall see if that is possible as well.
Great work! The new player switch system is fantastic!
I think I found a bug when switching player for the first time:
Let's say I run a scene where I've already setup a 2nd player start and data for that player. When I switch to that player the mainCamera loses reference to the attached camera, while the gameCamera still works (moves with the new player). I think there might be an issue in MainCamera:1603, where the function sets the attachedCamera to null if none other is found in playerData.
I've set the same gameCamera in both player starts.
I have couple of bugs with the new version. these were working fine before the update
1) when starting a new scene, my player doesn't copy the rotation of the playerstart. It also happened on an empty scene with no onstart cutscene. For now, I added a object teleport and copy rotation at the beginning.
2) this might be working as intended but writing here as it wasn't an issue on the previous version
I use the 'use loading screen' option. when it enters to that screen I get an error for my custom movement script which runs on fixedupdate. this loading screen is not an ac scene
when I call statehandler.IsInCutscene() I get a null reference error
NullReferenceException: Object reference not set to an instance of an object
AC.StateHandler.get_gameState () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:484)
AC.StateHandler.IsInCutscene () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:661)
AC.Custom_PlayerMovement.Move () (at Assets/Scripts/Custom_PlayerMovement.cs:170)
AC.Custom_PlayerMovement.FixedUpdate () (at Assets/Scripts/Custom_PlayerMovement.cs:164)
I added if(KickStarter.playerInteraction != null) check on the fixed update for that and it works fine
Updated recently and noticed that scene skipping causes player to de-activate. I'm using player switching and can skip scenes with no problem with the default player, but for players other than default, skipping a cutscene in which a Player: Switch action is contained, will cause the player to de-activate, after which it will say in the console: "Cannot take the old Player's position because no Player is currently active!"
@Eldritch: Can you share a shot of the ActionList, and details of the state of your various players at the moment it's run, in a new thread in Technical Q&A?
@ChrisIceBox: Just saw the 1.71.4 release notes and just wanted to say: You are amazing!!! Didn't expect the adressables thing to be in so fast, and also the head turn track was something I was thinking about creating... this one almost feels like a major version update for me
Thank you!
Added: Ability to use Addressables for speech audio playback in Actions and Timeline with the "AddressableIsPresent" Scripting Define Symbol
Added: Head Turn Track - use to control a 3D character's IK head-turning state in Timeline
Added: Ability to combine strings with the "Variable: Set" Action
Added: Draggables that are locked to a Track no longer require a Rigidbody
Added: Ability to create compound drag Tracks by defining a Track region's connections
Added: Ability to change which Track a Draggable object is attached to with the "Moveable: Set track position" Action
Added: The Remember Moveable component will now record a Draggable object's Track
Added: Ability to define ActionLists that run when a Draggable object snaps to a Track's region
Added: Ability for Label elements that display "Dialogue Speaker" to rely on the speaker's text colour
Added: Ability to crossfade the new ambience / music track, and restart it, after loading a save game file
Added: OnQTEBegin, OnQTEWin and OnQTELose custom events - called when quick-time events are begun, won, and failed
Added: Ability to assign a placeholder Conversation in the "Dialogue: Start conversation" Action when using parameters, in order to assign output sockets
Added: Ability to merge non-speech gathered lines that share the same original text
Added: The ActionList Inspector's "Run now" button becomes "Stop" while the ActionList is running
Changed: Track snap points have been renamed to Track regions, as they now function as connection points as well
Fixed: Display issues with the "Sound: Play music" and "Sound: Play ambience" Actions if their relevant AudioClips are no longer in the project
Fixed: Error if the "Object: Add or remove" Action is used to remove an item that is not currently present in the scene
Fixed: Issue when skipping cutscenes that involve switching to a Player that replaces the existing one
Fixed: Issues with local Players that make use of head-turning
Fixed: Rare issue related to Sound components attached to Players
Fixed: Slider element click sounds not being played
Fixed: Minor inventory item re-ordering issues
Fixed: Minor Player motion issues when reacting to Hotspots
Fixed: Playback issues with the "Character Animation 2D" Timeline track
Fixed: Speech audio not resuming once the game is unpaused in v1.71.0
Fixed: "Dialogue: Start conversation" Action's "Wait until finish?" option not running subsequent Actions in v1.71.0
Fixed: Issues with the "Scene: Switch previous" Action after loading a save game file
How do I download the latest versions? when i check for updates in adventure creator it gives me a link that brings me to a page that says "this page has moved" and when i click that link it brings me to the adventure creator purchase page.
Comments
Thanks for this great update Chris!
One Question though regarding the adressables integration: Wouldn't it make sense to integrate it in the regular speech action (possibly using defines and adding an option in the game editor settings). The way it it right now makes it practically impossible to switch to adressables in the middle of a production as all the speech actions would need to be replaced. Also does this work in the timeline too? (using the timeline speech track). It would be great to move from asset bundles to adressables.
Thank you
Absolutely amazing! Thank you so much!
@Onat: Good point re. existing Actions. Defines would certainly be necessary for built-in integration, and I'll give it some thought. The current custom Action is a subclass, though, so it could be merged into the original in the meantime.
It doesn't currenty support Timeline-based speech, but I shall see if that is possible as well.
Version v1.71.3
Great work! The new player switch system is fantastic!
I think I found a bug when switching player for the first time:
Let's say I run a scene where I've already setup a 2nd player start and data for that player. When I switch to that player the mainCamera loses reference to the attached camera, while the gameCamera still works (moves with the new player). I think there might be an issue in MainCamera:1603, where the function sets the attachedCamera to null if none other is found in playerData.
I've set the same gameCamera in both player starts.
@11tomi12: Have you given each GameCamera a Constant ID component? When using player-switching, you'll need to make sure they all have one.
Hey @ChrisIceBox ,
I have couple of bugs with the new version. these were working fine before the update
1) when starting a new scene, my player doesn't copy the rotation of the playerstart. It also happened on an empty scene with no onstart cutscene. For now, I added a object teleport and copy rotation at the beginning.
2) this might be working as intended but writing here as it wasn't an issue on the previous version
I use the 'use loading screen' option. when it enters to that screen I get an error for my custom movement script which runs on fixedupdate. this loading screen is not an ac scene
when I call statehandler.IsInCutscene() I get a null reference error
I added if(KickStarter.playerInteraction != null) check on the fixed update for that and it works fine
Thanks
@cemleme:
1) I can't reproduce such an issue. Is this 2D or 3D, a local player, or player-switching? Please share details in a new thread.
2) Try using the following inside your custom script to instead avoid calling IsInCutscene if the game is currently in a loading scene:
( @ChrisIceBox Whops, I totally forgot about that one.. Works perfectly now, sorry! )
Updated recently and noticed that scene skipping causes player to de-activate. I'm using player switching and can skip scenes with no problem with the default player, but for players other than default, skipping a cutscene in which a Player: Switch action is contained, will cause the player to de-activate, after which it will say in the console: "Cannot take the old Player's position because no Player is currently active!"
@Eldritch: Can you share a shot of the ActionList, and details of the state of your various players at the moment it's run, in a new thread in Technical Q&A?
@ChrisIceBox: Just saw the 1.71.4 release notes and just wanted to say: You are amazing!!! Didn't expect the adressables thing to be in so fast, and also the head turn track was something I was thinking about creating... this one almost feels like a major version update for me
Thank you!
@Onat: Glad to hear it, thanks!
Version 1.71.4:
Version 1.71.5
Wonderful! I just discovered the objective state reset issue and was just about to ask about it. Great work!
Version 1.71.6
Version 1.71.7
How do I download the latest versions? when i check for updates in adventure creator it gives me a link that brings me to a page that says "this page has moved" and when i click that link it brings me to the adventure creator purchase page.
@MDWallstreet: Where are you getting the "this page has moved" link from?
You should be able to download and import AC from the purchase page on the Asset Store, provided that you're logged in at the time.
A new tutorial video - this time on creating prefabs out of game logic and puzzles: