Yes that's exactly the case. But the method names and lack of some kind of callback for pause method would suggest different behaviour (Action list should ignore the pause that was called before).
Wait until finish? must be checked. Did you resume action list during the first action (in those 10 seconds that first action is playing) or after the action finished?
Replaced it with Engine: End game still the same. New AC version still has the sa…
I mean something like this:(Image)
If pause and resume are called during the first action (0: Camera: Switch), the second action won't play. It is still paused after the first one.
Temporary workaround: Used KickStarter.playerInput.InputGetAxisDelegate to block appropriate axis when Inventory is open. It is not ideal and not convenient, but it works for now :D
Could you explain how can I do so? I tried to create Unity UI and attached it to Inventory Box in AC menu, just as explained in the tutorial, but after that it behaves exactly the same as in normal AC menu Inventory Box. Even when I set buttons navi…
Hi, sorry for the chaos, but my collegue @Eleid has some other work to do, so I am working on this task now.
I checked both PlayerMenus.cs and PlayerInput.cs, but didn't found anything suspicious. I don't see any option to set canKeyboardControlMenu…
Hmmm... I thought about saving the InvItemID in AC global variable using an Action when I close inventory, so I won't have to check it every frame. Hoped there was an easier way. As always, thanks for quick response :D
No problem. Just that it is not intuitive, but it is not a major problem and I just have to remember the order to avoid this problem, so it is not so bad :D. Thanks
Thank you for quick answer. Sorry about that. I will update to 1.52a when I will have more time and post again if the error occurs.
About the ordering, more of a problem is not the order of icons (I didn't know that it is set in menu, thanks :D), bu…