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Skipping cutscenes with "Run ActionList" inside

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In the version of AC I used previously (I can look up which one it is if necessary, the source code has been archived) the characters would just snap to point C, in version 1.86.5 they warp to A, then B, then C and then finally the cutscene is "Skipped"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

Comments

  • edited September 14

    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?

    Cause I do remember running into some bugs when skipping nested ActionLists

    Are nested ActionLists involved here?

  • edited September 17
    @ChrisIceBox

    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?

  • edited September 18
    @ChrisIceBox all it takes is calling an actionlist that contains a movement action
    I reproduced the issue modifying the test scene that comes with AC

    It's more obvious in my game but you can still see it happening in the test project, I have edited the cutscene to move the player around using an actionlist, then I created a second cutscene that uses a series of "Move Character" actions instead

    If you skip the intro cutscene with tab you can see the player warping around, if you run the "No bug" cutscene and skip it he just snaps to final point as expected

    I have uploaded this minimal test project for your convenience
    [LINK REMOVED]

    EDIT: I realized I accidentally created the test project with a legacy version of Unity but it happens on 6000.5.7f1 as well
  • Link removed - don't ever share links to AC's source in public!

  • I am not experiencing the issue with this test scene. There's no warping that I can perceive.

    Does this occur for you in Builds, or Editor, or both?

    One way to work around this is to precede the Actions with an ActionList: Check running Action, so that you can bypass them if the ActionList is skipping.

  • edited September 18

    @ChrisIceBox my apologies, I have deleted the hosted file so it can't be accessed via cache

    It happens both in the editor and the actual builds on my end, it's much quicker in the test project compared to the actual project I'm working on but it's definitely there

    I have recorded a video to show it. The first two are with ActionLists and the other two are with raw move character actions - it's so subtle the recording only captured it the first time

    https://dl.dropboxusercontent.com/scl/fi/x40s0oth36wcwsi69i3as/Desktop-2026.09.18-17.47.21.01.mp4?rlkey=m0pcq8ixn202b28dbb1gwgt0l

    It's much more visible in this other test from my real project (same AC version just heavier assets)

    https://dl.dropboxusercontent.com/scl/fi/aizayfhfun67x7oha5o06/Desktop-2026.09.18-17.52.51.02.mp4?rlkey=f128hwe5hffpmt5z2s9arkvuj

    In this video I show the working one first, then the one using actionlists, you can see the warping much more clearly on this one

    I tried implementing check running but I think I did something wrong cause it causes the character to just not move

  • I'm getting a "file is corrupt" warning on both links, I can't see the videos.

    I tried implementing check running but I think I did something wrong cause it causes the character to just not move

    In the case of the ActionList skipping, have it either run the final ActionList that moves the character, or run a separate Teleport Action to the final position.

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