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Version 1.84 - Unity 6.1- Player that falls when you choose New Game

Hi,

I have something strange happening with my title screen when I'm doing New Game.

If I click on the New game button on my title screen, the player falls a few centimeters before landing on the ground while the player start is well configured. If I start the scenes individually, there is no problem, the player is on the ground from the beginning. It's only when I play New Game from the title screen that the player drops a few centimeters and for any scene.

I don't really understand why this happens only using the title screen because the New game switch button just to one scene.


Comments

  • This is occuring in the S_Corridor scene, i.e. the one that gets switched to from the Title screen?

    How many PlayerStarts are in the scene? When entering from another scene, the Player will use the one most appropriate it finds. The "Default PlayerStart" in the Scene Manager is a fallback.

  • edited September 12

    No, I only have one player start. When I launch the scene without going through the title screen there is no problem, the player is immediately on the ground.

    • Does this behaviour occur if you create a new scene, and run the two Actions shown above to switch to the scene with the issue?
    • Is your Player character present in the new scene file, or spawned in from the Settings Manager?
    • Is AC's "Player switching" feature enabled?
    • If you move the PlayerStart to the opposite side of the room, do they spawn in the same place, or in the new place (with the same vertical offset)?
  • No, I don't have any of that but I noticed that the problem seems to come from the player start which is in the title screen scene.

    In the title screen scene, for example, if I move the player start in height, it also creates a change in the height of the player start on the stage that loads when we play a new game.

    I don't understand why.

  • Is that to say you can lower the PlayerStart in the Title Screen scene to correct the position in the New Game scene?

    I can't tell why this would be happening from this description alone. If you can .zip up your project (omitting the Library folder), you're welcome to PM it to me and I'll take a look.

  • edited September 15

    Yes, if I set the player start in the title screen scene to y=0 for example, and the player start of the other scenes also have y=0, then it corrects the problem.

    But if in a scene I make a save for example if the player start is at the top of a staircase or on a floor and I load the save from the title screen, there is again this shift that is made, this time on the other hand, we see that the player start when we load the scene goes up a little.

    That's weird. I'll try to see how it looks in a new project because this one is more of a small test project where I experiment with things to learn.

    By the way, I come to a question about the player start. Are we obliged to have a player start even in the scenes where we don't need it?

    Because there, for example, in the title screen, I don't need it. The problem is that without a player start you can't have a NavCam.

    And I also wanted to know, is it possible in a scene with the action list editor to make the player start invisible?
    Because for example, if I switch a second camera to an object, I would like the player to be invisible but except for objects there is nothing to make the player invisible.
    I used Object>Change Material by checking affect player but giving it a transparent texture but I don't know if there is a simpler in AC ?

  • Are we obliged to have a player start even in the scenes where we don't need it Because there, for example, in the title screen, I don't need it. The problem is that without a player start you can't have a NavCam.

    You'll get warnings but it's not technically required in that AC will continue without it.

    The "Default Camera" field is linked to your "Default PlayerStart", but you can still use the Camera: Swtich Action in your OnStart cutscene to switch camera without a PlayerStart.

    If you don't switch or move the Camera, it's also possible to remove your GameCamera and just position the MainCamera where you intend. Again, you may get Console warnings but AC will still carry on.

    However, the Player will spawn regardless of a PlayerStart - so one is necessary if you want them to spawn out of view.

    And I also wanted to know, is it possible in a scene with the action list editor to make the player start invisible?

    You can assign your Player prefab into the Object: Visibility Action but it's possible to override your Player on a per-scene basis - proided you don't have Player-switching enabled in the Settings Manager.

    If you create a new empty GameObject to your scene, and attach AC's Player component, then this will override your regular Player while that scene is open.

  • Okay, thank you for your answer.

    I have another question about the found item window.

    I did the tutorial "Creating a "You have found an item" window" and I wanted to know how I can add a description of the object ?

    Because the problem is that in Inventory Item, there is no description field, there is only Name. How do we add a description to our object in the same way we do with Name ?

  • Use the Inventory Manager's Categories tab to create a new String category, for Items, named e.g. "Description".

    You'll then have a Description box at the bottom of each Item's properties you can type some text into.

    Next, create a Global String variable named e.g. "New Item Description", and update your "New Item" Menu with a Label element that diplays this variable's value.

    Then, as part of the "OnInventoryAdd" ActionList covered by the tutorial, use the Inventory: Property to Variable to transfer the Inventory item (set by parameter)'s Description property to the Variable, allowing it to be displayed in the Label.

  • I created a new category in Inventory Manager but you can't choose its type. In the element, only the category type is displayed, you cannot put text.


  • It's in the property tab actually, not in category.


  • Thank you it works well.

  • Indeed - sorry, Property not Category.

  • edited September 21

    Ok thank you. Concerning the player again in the scene.

    In scene settings, I removed the Default PlayerStart and the CameraNav to use only the Maincamera but when you start the scene, the character still appears in the DontDestroyOnLoad which makes you see it in the scene.

  • If you have a Player listed in the Settings Manager, the prefab will always be spawned. To avoid seeing the Player, you have these options:

    1. Place a PlayerStart off-screen
    2. Move the MainCamera off to the side
    3. Attach the Player component to an empty GameObject to override the prefab
  • Okay, thank you.

    Since this morning I have an error that appeared even though I have not changed anything important. I don't understand where it comes from. I tried to recreate a new project and I also have this error.

  • It is a Unity warning - not related to AC.

    If it is not having any adverse effects, I would expect it is safe to ignore.

  • It does it even when I create a new URP unity project, it doesn't do it in HDRP. Has anyone ever experienced this problem with Unity ?

  • I solved the problem by doing : Window → Layouts → Default

    It seems to be a recurring bug in Unity.

  • I understood why my character was moving on the horizontal axis. My character's pivot wasn't positioned correctly, it was a little too high. I repositioned its pivot in Blender and now there is no problem.

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