Hey Chris. So I'm clear, if PlayableDirector.Pause is used, the action would consider the timeline finished?
Re the wait issue I went ahead and split the post-timeline actions into a new action list and added an event to the end of the timeline to …
It seems if I reconfigure the script to use:
https://docs.unity3d.com/ScriptReference/Playables.PlayableDirector.Pause.html
&
https://docs.unity3d.com/ScriptReference/Playables.PlayableDirector.Resume.html
then the timleine and audio appears…
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Yeah. Very much that. Basically my player has lots of components that I need to turn off for some moments, and it's easier to get references if they're already in the scene. I thought having a 'lite' version of the player and switching to th…
Thanks Chris. Certainly a lesson for me on not researching / learning things before using them.
If I disable player switching, is it best practice to let AC spawn the player into scenes, or, is it totally ok to have a local player placed in each sc…
By adding a new scene to build settings index 0, and playing it, I believe for the first time I'm seeing the non-default characters, which are told to start in scene index 0. All other scenes I've been testing were scene ID 1+....so they didn't have…
My apologies. I've fundamentally misunderstood something here. According to the manual, having multiple players requires they all spawn somewhere. I thought it was a case only one would be present and then when doing **Player:Switch ** the player wo…
Sorry @ChrisIceBox I couldn't let it go, and I've managed to recreate the issue in a new project. I've narrowed it down to the option 'For speakers of type' in the subtitle menu.
See, in my project I want to ensure the subtitles that appear on the …
Yeah, I was thinking it was likely an initialisation problem, but that still doesn't quite explain how it seems to work at least once.
Either way I'm more than happy to use best practice. Thanks Chris.
This gets a bit stranger. After adding a timeline which plays 'on awake' it seems to work the first time I enter play mode, but not subsequent times.
In all cases though Engine: Control Timeline makes it work fine.
Not sure what you mean by addressables mister? They aren't something I think I've touched or learnt about yet.
The player was being spawned in (because player switching was true) but I've just disabled that and tried placing them into the scene wit…
My bad. I had the timeline set to 'play on awake', but if I trigger it with the Engine : Control Timeline it seems to be fine.
Is that expected behaviour Chris?
If so, adding a comment into the manual about not relying on Unity's default "pla…
Don't want to make this issue bigger than it deserves to be but FYI after changing the layer names in the settings manager asset, AC still threw up a notification saying it needed to create layers and went about adding them again with the default na…
Does AC have anything for smoothly moving a camera from whatever position it's at to a target position?
Using Camera: Switch is an abrupt snappy transistion. If I'm going to have to use a seperate camera I'll need (as best as possible) to do a smoo…
Damnit Chris I love AC so much. I found this script which seems to do a brilliant job at restricting rotation and it works perfectly with the basic / simple camera setup you outlined above.