https://drive.google.com/file/d/1MfXX8Z96CQWbEEuYZWtw9d5BWFOM3S4W/view?usp=sharing <- this is the optimal setup that seems to work with all types of QTEs, I think the main reason you couldn't reproduce my issue is because the animations seem to a…
I've given up on integrating the controller variable in t he aniamtor. I'll just create separate alternates. My main concern is the main animations hit, win, lose not playing correctly. Is this occurring due to the "menu.TurnOff (true);" y…
https://drive.google.com/file/d/1Fah4tyCkAR-jsdeb4A8GIhKvUGpY4yBP/view?usp=sharing here's a video of the occurance with "Custom Script" set on the variable (Link to) and Here's with it set to None https://drive.google.com/file/d/1dcB4vzC-0…
I can confirm that "Win" and "Lose" do appear after commenting out the line. I've updated both engines to the latest version. Aside from the menu.TurnOff (true);, the other issues I'm noticing is the controller variable with link…
Hit does seem to work as intended after setting transition form Any state, however, win and lose still don't work. I've done the same where I run transitions from Any State to them, but the animations don't play.
I've tried it on a separate project with the latest version of AC installed and Unity 6000.0.45f1. The same issue with the triggers seems to be occurring. This is what I've noticed so far. Hit trigger updates properly but only plays the Hit animatio…
I followed your instructions. Looked at the new PlayerQTE script and adapted it.
animator.Play
with:
animator.SetTrigger
I have another build with the latest version of AC but I think I might just create separate controllers for the joypad stuff a…
As far as I can tell it's not the variable that's causing the issue. Link to (Custom Controller) is disabled because if I enable it it doesn't update the variable in the Animator. I've tried it both ways, and set to "none" is the only way …
https://drive.google.com/file/d/1AXiUGthPMHUBPlndFt-HwvPyOkqeUTMP/view?usp=sharing Here's a video. I've included all of the settings in the video. If you click on "Hit" trigger while the QTE is running it does seem to take effect. I've che…
Hi. Thank you for replying so quickly. On the default Can Transition To Self is checked but it makes no difference. The Bool updates but it doesn't seem to make any difference. I created a New State and tried switching to Hit from there instead of A…
@ChrisIceBox Sorry to @ you directly in a message, but I didn’t want to spam the forum by creating a new thread on the same subject. I’ve started focusing on the controller QTE stuff and I’ve hit a wall. I’ve manually replaced animator.Play with an…
Hi. Please disregard this thread. I’ve tried several approaches, and I think the simplest and most reliable solution is to add a variable check for spawning during every scene switch.
The variable is set to true during the spawn process and turned f…
I just noticed you suggested "IsGameplayBlocked ". I should note that the ActionList in question does not block gameplay it just freezes on that wait time and doesn't reset at all, after scene switching. Does the method you suggested still…
I think it would. It’s probably an edge use case, but I can see this being extremely helpful. If you’d be so kind as to point me toward the method I can use, I’ll try adding the custom Action myself. I’ve gotten a bit more comfortable with supplemen…
Hi Chris,
Thanks for replying so quickly. The issue is that I have this specific mechanic where you trigger these spawn points, and while they do, this lengthy animation runs in the background (you can see it highlighted in green in the image). The…
Thank you, Chris. That helps out a lot. Almost done with the new NPC stuff and I'll try to use what I've learned here to make a bit more complex behavior.