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Jen42

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Jen42
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  • Oh cool thanks for the change, very helpful
  • Nice bit of code, thanks. I think it's arguable what makes the project less fragile. Your way would add another type of thing for people to be aware of and my way doesn't, because I have had to tweak a couple of other lines of source code in othe…
  • Just tried out the find references to action lists. Absolute game changer, thank you!
  • AC version - 1.69.3 was previous version. Thanks, that led me to the problem. In Menu Manager, 'Direct navigate menus when paused' was checked. It must have somehow got itself checked in a git merge or the AC update. Some of our pause menus ar…
  • FYI, the UI focus problems reared their head again when I built to switch, but then look like they have gone away again after we updated AC to the newest version. So whatever you did, thank you.
  • When I said 're-load' I mean I stop the whole game in editor by pressing stop and then press play again, so nothing is still running. The whole programme is starting from the beginning. The only difference is the save file in playerprefs. The first …
  • FYI - We have just upgraded to your newest version and the problem is unchanged. I have left my tweak in for now, which seems to have fixed it, but feels like I am bypassing a deeper issue somewhere, or masking a user error (ie me )
  • On the third restart (i.e. second time the save is loaded and OnLoad cutscene is called) the route is: OnLoad Cutscene ActionList runs the actionListAsset 'StartSequence'. StartSequence runs the actionListAsset 'InitPlayer'. Init player is th…
  • Full console from the warning is: Ended asset InitPlayer, but ActiveList data is retained. -> AC debug logger UnityEngine.Debug:LogWarning(Object, Object) AC.ACDebug:LogWarning(Object, Object) (at Assets/AdventureCreator/Scripts/Static/ACDe…
  • More information: In ActionListManager, I put a breakpoint at line 469 and found that the null exception is thrown because activeList.actionList is null but activeList.actionListAsset is not null and the if condition checks that activeList.action…
  • FYI - Inserting }{ into line 145 of the cursor is incorrect code. Instead I moved the } from 170 to 142, which I think has the effect that you meant? It worked anyway. The hotspots now work even when the cursor has been disabled, thank you. That pro…
  • 'Related or not, if there's an issue here it should be looked into. Are you able to reliably recreate this, and what is the full error message that appears in the Console?' It hadn't happened for a while, but it has just happened again. The full …
  • Yeah of course it needs looking into. It's on the list of many. It just felt related, which is why I mentioned it. FYI, the hotspot problem was the cursor again. I was disabling it because it was causing problems. (Engine -> Manage systems -&g…
  • Unity version - 2018.4.9f1 Switch AC version - 1.69.3 First play as in the first time you run the app after clearing all player prefs. Second play as in you turn off the app and then turn it back on again. I'm doing this in Unity editor, not on …
  • Amazing thank you both!!! I didn't expect you to give me the code, so thanks, that's saved me so much time. I had to check oldSelectedObject wasn't null in ExitGameState so it didn't undo the selecting of the UI element in the action list, but it no…
  • I could add something to the end of every cutscene that checks for the current UI menu and re selects an element, but this would be a very unstable patch to the problem. Also, there are often a few UI menus open at once, so it would be tricky to kno…
  • Unity version - 2018.4.9f1 Switch AC version - 1.69.3 We are using directly navigating menus. I have made sure that I am entirely controlling the navigation, so I know the UI isn't focusing on a hidden element accidentally. https://drive.goog…
  • Problem solved. I moved all the camera movement from Update to LateUpdate.
  • Ok, after some tests, I have deduced that this only happens when the camera is moving and the character is moving. If I turn the animation off, it still happens. I am aware that this might not be an AC issue, but as it was possibly the same probl…
  • We are not using Root Motion. I have changed from rigidbody to character controller to fix the floaty gravity but now I have the jerky animation problem. So it doesn't matter which I use, as long as it works.
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