Thanks! Yeah, I see on DS's site that the AC bridge is frequently updated.
Do you happen to know any solution for an external in-game puzzle system that does work with AC? Or do you create them from scratch with AC variables etc.?
I mean simple but…
Wow, thanks very much for a detailed explanation! I think I'm finally sold on DS. I just hope integration with AC is tight.
I've been trying to reconcile some assets with AC in the past, and failed with most of them.
@Rairun "I replaced it with DS pretty early on"
I actually own DS for ages, but never really tried it. I know it's an elaborate asset, but in what ways is it "better" than AC's robust dialogue engine?
So is this user script from 2020 now superseded by a better Draggable component?
A combo of Disable free-aim and Rotate only, along with Chris' original ReturnPickUp script seems to do a better job. Except if I'm missing something.
"Are the demo scenes running correctly?"
This is a follow-up of this older thread as I revisited my UCC integration.
No, the demo scenes are completely jacked on my end: latest AC & Unity.
Not using any inspector-influencing asset ei…
Yes thanks, once again I was too rash to post a report, since this is part of the pdf Documentation since forever.
In the case of a Canvas, Object:Remove seems to be working in an asset file.
In closing: the video shaking was caused by a stray Manage systems action in a previous Actionlist that still had Player enabled, so the camera was treated as a Rigidbody and went on a freefall, causing an exponential shaking effect. :/ :D
Yes, I expected the latter PlayMovie action to override the previous one, but only StopMovie is working, can't play a 2nd clip on the same VideoPlayer. It's not a RenderMode issue.
I'll PM you the asset file.
SOLVED: it appears you can't reuse a ConstantID'd VideoPlayer for a new video in an ActionList asset IF the same VideoPlayer already played/plays a video in a previous ActionList.
I needed to create a 2nd VideoPlayer in the scene for the "fres…
Also, the MP4 plays fine in a scene-based OnStart cutscene. The conflict seems to be when it's a cutscene asset, and/or when the VideoPlayer is ConstantID'd.
VideoPlayer shaking persists with MultiSceneChecker enabled, after a scene change. That's when skipKey no longer works on videos either. So all is good on an initial scene.
I stripped my project of potentially disruptive extension assets first to c…
I just checked on a fresh AC scene: VideoPlayer playback does shake after 8 sec (progressively even), as long as MultiSceneChecker is checked in GameEngine.
I can PM you any files, I'm just not sure what is needed, if any. Not using any specific as…
@ChrisIceBox, I'll do that later today. A much more disruptive (related?) issue surfaced all of a sudden: on AC-enabled scenes (meaning GameEngine is enabled) any video played on a Video Player component begins to shake violently after around 8 seco…
AC 1.75.6, Unity 2022.1.16 which is of course not an LTS release. I'm trying to root out potentially offending script assets that might interfere with AC (like Script Inspector or Power Inspector). But skipKey doesn't work in the meantime.
No, the big UCC demo scene wasn't running correctly anymore in the first place, but that's Opsive's problem I believe. (Had to make it URP compatible & solve problems with the 2nd camera's overlay first.)
Thanks, I'll post here if I have outsta…