Forum rules - please read before posting.

Object transform rotate broken from 1.80 to 1.83

edited May 4 in Technical Q&A

Hi Chris,
I've just upgraded the version to take advantage of the new surfaces for footsteps (works great!) but I noticed that all my previous cutscene that make object rotate were broken or works bad. And also tryed to fix them but doesn't work well as before.
Is version upgrade related I suppose... there is a way to reuse the old method?
PS: in the ActionList Editor I noticed that the cursor change from arrow to hand... is a new function? Is there the possibility to use only the arrow?
Thanks in advance.

Comments

  • I need to know details of the situation to help. Share as many screenshots and information about the problem as you can.

    in the ActionList Editor I noticed that the cursor change from arrow to hand... is a new function?

    The cursor should only change icon when performing an operation, e.g. dragging. Are you seeing the hand icon the whole time?

  • Here's an example of what I did.
    I have a cutscene with a simple loop of clock hands rotating. In version 1.80.3, the hands rotate counterclockwise (which is correct) at a fairly fast speed (just as I wanted).
    Video: https://streamable.com/9her2d

    In version 1.83, however, the hands rotate clockwise in slow motion... and as you can see, the cutscene is identical. Only by randomly tweaking the parameters do they appear to speed up — but I’d say it makes no sense, because if I set it to rotate by -359, logically it should rotate counterclockwise (just like in 1.80).
    Video: https://streamable.com/nz4tml

    As for the hand-shaped cursor: initially it appears as an arrow, but as soon as I scroll the mouse wheel in any direction, it turns into a hand and stays that way until I click somewhere. Even if I change a value, with version 1.80 it used to switch to the text input symbol, but now it stays as a hand.

  • I'll attempt a recreation, thanks for the details. I'll let you know if I need any more information.

  • Recreated.

    To fix, check Do euler rotation? in the Actions, and then open up AC's ActionTransform script.

    Look for the code block around line 265:

    Quaternion currentRotation = runtimeLinkedProp.transform.localRotation;
    runtimeLinkedProp.transform.Rotate (targetVector, Space.World);
    targetVector = runtimeLinkedProp.transform.localEulerAngles;
    runtimeLinkedProp.transform.localRotation = currentRotation;
    

    Then replace with:

    if (doEulerRotation)
    {
        targetVector += runtimeLinkedProp.transform.localEulerAngles;
    }
    else
    {
        Quaternion currentRotation = runtimeLinkedProp.transform.localRotation;
        runtimeLinkedProp.transform.Rotate (targetVector, Space.World);
        targetVector = runtimeLinkedProp.transform.localEulerAngles;
        runtimeLinkedProp.transform.localRotation = currentRotation;
    }
    
  • Oh yeah, work as intended now, thank'you very much! :)

Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.