Yes, the Engine: wait is part of the same ActionList for When turn on:
The -1 stopped the flickering effect, everything looks smooth now.
Really unlucky, I tested for a solution with both seperately, but never tried them together. With this I got t…
Hey,
thank you for the help, I was able to implement most things. 1.+2. of the previous post is completely functional as I thought.
* is almost ready too. There are two remaining questions for now:
For the gallery I created a menu using the Unit…
Hey,
Sorry if this was worded a bit chaotically, I'll try to describe again what I aim to achieve.
I created several 2D animations and want to play them at three occasions:
* Discovering them during the game
The player completes a quest (through …
Scene '[var:5]' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
UnityEngine.SceneManagement.SceneManager:Load…
AC version: 1.81.7
NullReferenceException: Object reference not set to an instance of an object
AC.ActionMenuSetInputBox.Run () (at Assets/AdventureCreator/Scripts/Actions/ActionMenuSetInputBox.cs:268)
AC.ActionList+d__47.MoveNext () (at Assets/Adv…
That way it works now, thank you very much.
I don't remember changing anything, but when I create a new cutscene the start delay is at 0 by default. So it was my fault.
Thank you for the welcome and the quick answer.
I created a cutscene within the hierarchy in both scenes and entered it in the Scene Manager under "Scene cutscenes" -> "On start".
In scene 1, the cutscene immediately opens a…