Unfortunately, the behavior is on the build, too:
* Scenes do not crossfade, but fade in from black
* There is a short cut to black between scenes (even though "blackout" is switched off)
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That was something I had under suspicion too, but it is and has been unchecked during all the last attempts. So this cannot be the source, either.
Let's see what happens in the build … I report back, when it is compiled.
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And I didn…
Alright, I just tried to make a minimum build of scenes XXX and YYY in order to find out if this issue is editor-related and/or occurs on the iOS build, too – but when I tried, I got grilled by unity for the inclusion of this new code into MainCamer…
I am afraid I cannot tell, because in my case the "too bright" issue has been replaced by the "does not crossfade" issue after doing the upgrades I described. I cannot afford to revert everything back to Unity 2018 and AC 1.69.X …
More notes:
* when using Camera: Fade with "Instant" checked, there is still an app. one second long cut to black between scenes XXX and YYY
* when using no Camera action or OnStart cutscene in scene YYY at all, the same is true
* during …
No.
Both options result in scene A cut to black and scene B fading in from black.
The screenshot of the previous scene is not rendered at all.
But that is true also for the original line 1970.
Thank you for this explanation!
I was referring to this tutorial …https://www.adventurecreator.org/tutorials/creating-back-button-during-close-ups … and another one I believe (!) to remember. I went through them years ago, and as far as I recall, y…
Hey all,
have you solved this issue in any way?
I am running AC 1.71.4 and Unity 2019.3.0f6 on a Mac in Linear Color Space using Universal Render Pipeline, and whenever I crossfade between scenes, the screenshot taken for the crossfade effect is f…
Perfect – thank you!
To clarify the background of this question from my end:
I've been looking for a "100% save way" to update a global var N in my game containing the number of available levels (which may increase over time if the game …
That is Unity 2019.3.0f6 with AC 1.70.4 on a Mac with OSX 10.13.6
It happens in all ActionLists, regardless where they live.
But I have been seeing this for a long time now, both in earlier Unity and AC versions.
I would be awesome, however, to allow turning the "ignore cursor clicks?" option on or off through an action. That way, menus could be kept visible on screen, but still temporarily deactivated.
The point is, Chris: I did that.
I swear, I did!
At least, I believe I did …
Actually, deleting the local var beforehand is a fast way of detecting dead var references (otherwise, in a setup with a thousand+ of actions checking vars, it's close to…