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Preserve Continuous Movement Between Scenes While Holding D-Pad

Hi Chris,

When the player character moves from Scene A to Scene B while the D-Pad is held down, the character doesn't continue moving upon appearing in Scene B. I have to release and press the D-Pad again to make the character move.

Is it possible to make the character keep moving seamlessly between scenes while the D-Pad is held?

Comments

  • What's your Project's Active Input Handling set to?

  • That's your Input method - I'm referring to the "Active Input Handling" field in your Project -> Player settings.

  • Oh sorry for that. My Active Input Handling is set to "Both"

  • Which one are you using, then? Are you relying on AC's Input System integration?

  • Yes, I'm relying on AC's Input System.

  • I can't reproduce such behaviour.

    What are your AC/Unity versions, and how are you switching scene?

    Does this occur with an ActionList that has a single Scene: Switch Action, and setting its When running property to Run In Background.

  • I'm using Unity 6000.2.7f2 and AC 1.82.1.
    Yes, it's still occur even when I use a single Scene: Switch Action, and change its running property to Run In Background.

    I use a 2d hotspot and the action is Scene: Switch with fade out to switch my scenes.
    https://prnt.sc/FWCBlMfCvD5n

  • Does the Player need to "click" the Hotspot to interact with it? Does it interrupt the Player's movement by doing so?

    Check to see if this occurs with a Trigger as well.

  • Yes, player needs to interact with the hotspot to trigger the Scene: Switch Action.

    Does it interrupt the Player's movement by doing so?
    Yes

    Check to see if this occurs with a Trigger as well.
    Yes, it occurs even when I use Triggers.

  • I'm sorry, I cannot recreate such behaviour at all.

    In a backup / duplicate project, try the latest release.

    Are there any other factors, such as custom scripts, at play that may affect behaviour?

  • The same issue occurred with my previous project, which was released in 2020. I believe the setup of my game may have caused this problem. If you don't mind investigating the issue, you already have access to my source code, which you can use to reproduce the issue. However, if it's too much trouble, feel free to ignore it.

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