Yup, I've tried that setup. I've also tried it set to 'run in background' to see what would happen.
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Both results are the same, and any transition greater than 0.0 will fail to happen when the pause menu is activated.
The menu has "pause game when enabled" set to true, and then the action is assigned to the 'actionlist when turn on' field. So whatever order of events that will produce.
Sorted it.
It's to do with the transition time in Sound: Set Mixer Snapshot.
In the above scenario, anything more than 0.0 on the transition time won't kick in, however setting it to 0 (instant) has at least got it working.
Hmmm. Not sure if what I'm doing might be the signs of a bug, or perhaps just fighting against the pause state.
What I thought I'd do was run an action list attached to the pause menu turning on, and do a Sound: Set Mixer Snapshot to modify the mus…
I have. I've made a little video to better answer your question (it might need an hour or so to process):
https://drive.google.com/file/d/16R6OkslHpEYweZkKR1WYTKaZCafRvpHA/view?usp=sharing
My understanding is AC relies on Unity's input manager, so the question better becomes how easy is it to setup Unity input to reflect using a game pad. My experience and answer to that question was "not very easy at all".
To that end I've…
The composer announcement was a point of celebration for me as well. Just the idea of anyone else doing the music in a MI game feels so, so wrong.
This photo makes me really happy
https://twitter.com/Nicozilla_FR/status/1511237750325977091
Definitely a good shout. I've bumped up the subtitle canvas sort order for robustness. I also solved the mystery of where the script came from. Looks like I took it from here a long time ago: https://adventure-creator.fandom.com/wiki/Fading_with_Uni…
So I've been digging around in my scene and there's definitely some old setup which makes this work. The trouble is, I don't understand why it's working (the other occasional development problem!)
Here's the setup:
The scene has a Unity UI canvas …
Thanks Chris. I think I might have dabbled with this in the past. Sounds familiar.
Sort of a related question, is there a reason why "Fade In" doesn't have an option for a custom texture?
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