Hi Chris,
I built both APK's onto my android and used a google stopwatch, hitting start as soon as I hit the app and stopped when the scene loaded. I did the test for both app 3 times and this was the average result:
Old version:
(Image)
New ver…
Ok, I've managed to turn off absolutely every actionlist that would load on start up, no logs are showing but theres still a 12 second delay with all actionlists off
https://imgur.com/a/SuBTGqk
Just to make sure I wasn't being dumb I went back to …
Doesnt seem to make a difference
Now its telling me that its playing an on start cutscene despite having set it to nothing in the settings menu. Then I thought it was the "action list on enabled" on one of my menus so I took that off but …
Hi Chris,
A lot of them were made when I was new to game development, there's an interact menu for every character (every single one) and I definitely could combine them into 1 menu and just change the graphic and label variable when entering their…
Hi Chris,
The first frame is the one with the largest time ms value, but I tried to screenshot some of the other spikes near the beginning
Here it is, with everything enabled (and the options.cs change) - https://imgur.com/a/b3B5Zkt
Unity 2018.2.2…
Hi Chris - Do you mean "Audio settings, volume controlled by - Audio Sources" ? It's already set to that haha
If I do file > new scene without adding anything, it takes 4 seconds to start
My resources folder has my player prefabs, a f…
Hi Chris,
Heres a recording of the new version with everything enabled like normal - https://www.youtube.com/watch?v=196SMtOG5pI
* I didnt know theres an actionlist on start game option lol, I do have an on scene start like before but even disabled…
Hi Chris,
Thanks so much for the replies and I'm sorry this is an annoying inconvenience
I've locked off my normal menus and disabled the on start actionlist but I'm not getting much luck. I did the same thing on my old version + a version with eve…
Hi Chris,
Thanks for getting back to me, fixed the inventory one! :)
I went through the performance chapter of the manual again but it doesn't seem to have helped much. It's a bit of a bummer that it takes so long to play when you're just changing …
One other thing:
I appear to be getting much worse performance than my other AC version of the project
When I press play in the editor, it takes (and I timed) 17 seconds for the game to start playing, average of 320 FPS and 3.1ms
However on my ba…
~~Hi Chris, thanks for that!
My only issue is that the actionlists that check Npcwalk are asset files as they are being used in like 15 scenes lol, if I made a new cutscene for every scene to assign npcwalk to it, I'm not sure how I'd be able to re…
Hi Chris, yes you're right. And it's only being run once.
This is on the OnStart cutscene and is setting the markers to the NPCWalk that belong to that scene, and then running the first out of many character actionlist clones
(Image)
This is 1 …
Hi Chris,
Yes I mean scenes and by the widow I mean Unity's windows. Its both in the editor and builds..
I'd love to update again, tried to a week ago even, but I'm the same person that posted they couldn't because it messed up my player spawning s…
Hi Chris,
Already got it working with AC, but there's quite significant lag on mobile which is why i was looking into object pooling. How would I go about replacing the code? Is it something on the scripting guide?