Open up AC's Player script, and look for the following around line 1105:
_spriteDirectionData.LoadData (playerData.spriteDirectionData);
Immediately underneath, copy/paste:
_Update ();
Does that resolve it?
Welcome to the community, @Macahrio.
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The Wait until finish? option appears to be working on my end. What are your AC and Unity versions?
Once checked, the Action should then display an output socket that you can hook other Actions into. …
Is this to say your game is paused during this time?
The Highlight script uses Time.deltaTime to measure progress. If you replace its usage of Time.deltaTime with Time.unscaledDeltaTime, does it give you the behaviour you're looking for?
The issue is to do with the restoration of the Player's save data. When you switch for the first time, there is no data to load - and so it won't need to apply any further changes after the switch.
Try inserting an Engine: Wait Action in between t…
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It will. You can avoid this by omitting the /AdventureCreator/Resources/References file from the import - otherwise, you can re-assign your Managers afterwards.
The Manual's "Updating Adventure Creator" chapter covers this in a l…
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I'm of the same opinion - though I'm having trouble recreating this on my end.
Does it occur if you temporarily skip the custom animation beforehand?
Recreated - thanks for the bug report.
To fix, open ActionCharMove.cs, and replace line 148:
if (runtimeMovePath.pathType == AC_PathType.ForwardOnly || runtimeMovePath.pathType == AC_PathType.ReverseOnly)
with:
if (willWait && (runtimeMo…
Odd. From that, it sounds like the Camera: Switch Action's Wait until finish? option is being ignored.
You could get things working by unchecking it, and instead ending the list with an Engine: Wait Action to match the transition time. That shoul…
Your screenshot shows you're using the Demo_MenuManager asset file - you should avoid this if possible, since it will be overwritten each time you import AC updates - see the warning box towards the top.
If you haven't used the New Game Wizard alre…
If AC is to take control of the character's motion, setting "Motion control" to "Automatic" is necessary - otherwise, you'll need to have a separate control script to move the character in response to AC commands.
If you make th…
Is the blinking occuring at the moment the switch occurs, or does the switch occur the moment the lights turn off (while the character is still animating)?
Try enforcing the player to face left with a Character: Face direction Action, snapping inst…
How far along your four steps are you getting things to work? Certainly the first three should be possible without need for any scripts.
For the "Combine" button - this could be an Interaction, with an icon assigned from the Cursor Manag…
If you set a Menu's Position type to Manual, you'll have full control over it - AC will not reposition it itself.
If you can elaborate on what you're trying to do in more detail, I can try to give more specific advice.
There shouldn't be a need for the use of TextMesh Pro any more - events can be used to update the Text Animator component when speech plays.
Something like this may be enough:
using UnityEngine;using AC;public class TextAnimatorSpeech : MonoBehavi…
You say "most often" - is there a pattern to when it occurs vs doesn't?
The ActionList looks correct - the transition is waiting until it finishes, and the ActionList itself blocks gameplay.
If you add a Dialogue: Play speech Action afte…
How far south are they offset by, and is it always in the same direction - regardless of their orientation?
Check that the child objects in your own Player's Hierarchy are not offset. The "EthanSkeleton" and "Doctor Young Guy" …