Hello!
I'm working on a game and I noticed some odd behavior in the cutscene skip that wasn't present in the previous game I worked on and I wasn't sure if it's because something changed in AC or I'm doing something wrong
Basically I use an ActionList asset to do the following
1. Stop the inactive player from following the active one
2. Move both players to specific points
3. Resume following
This works perfectly but I noticed in the latest version of Adventure Creator when I skip a cutscene my characters warp around and go through all of the markers in the cutscene instead of immediately skipping to the last position
For example if my cutscene requires the characters to go to point A, talk, go to point B, do something and finally go to point C
In the version of AC I used previously (I can look up which one it is if necessary, the source code has been archived) the characters would just snap to point C, in version 1.86.5 they warp to A, then B, then C and then finally the cutscene is "Skipped"
This jumping around also doesn't happen if I just use regular "Move Character" actions
Is this behavior intentional to ensure all the actions run smoothly when skipping? Cause I do remember running into some bugs when skipping nested ActionLists
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Comments
If you temporary disable 1) above, does the issue still occur?
Skipping should be instantaneous. How is it that you're seeing them warp to B? Is there a pause before they then move onto C, or is another press of the EndCutscene input required?
Are nested ActionLists involved here?
I tried temporarily disabling the follow action but it didn’t make a difference - the character still visibly jumps through all the points
I’ll explain the behavior in more detail, I press skip (tab) ONCE and I see my character quickly teleport to point A then B then C, then the game gives me back control
It happens very quickly but it’s definitely noticeable, eyeballing it I’d say they remain in one spot for about 0.2 seconds
There’s 4 actionlsits at play
1) the main action list (the cutscene)
2) the one that disables following, moves the characters and then re-enables following
3) an action list that checks the active player and stops the inactive player from following
4) an actionlist that checks the active player and resumes following on the inactive player
1 calls 2 which in turn calls 3 and 4
The reason why I use stop following and resume following when I move both of my characters is because if I found that if I try to move both players at once the inactive player gets interrupted by its “follow order” and doesn’t correctly move to where the cutscene needs them to so I created this actionlist for convenience so that I don’t have to place as many blocks
It should be noted the snapping also happens if there’s no second player, I have created a test scene in my game where it’s just one player and I still see them jumping around when skipping
As usual I’m more than happy to privately share a copy of the project if it helps!
It's a complex arrangement and I need to understand the issue in its simplest form. If it occurs without a second player, then the "following" aspect shouldn't be a factor.
What are the minimum steps needed to recreate the issue, with a single character?