@ChrisIceBox Hmm, strange. They seem work fine in VLC on my end
I re-encoded them, hopefully these work for you
https://www.dropbox.com/scl/fi/zkzb3vls0jr7k7w8yluhq/Converted.mp4?rlkey=44zptnni5h1og7bpjg1prhmc6&dl=0
https://www.dropbox.com/scl/f…
@ChrisIceBox my apologies, I have deleted the hosted file so it can't be accessed via cache
It happens both in the editor and the actual builds on my end, it's much quicker in the test project compared to the actual project I'm working on but it's …
@ChrisIceBox all it takes is calling an actionlist that contains a movement action
I reproduced the issue modifying the test scene that comes with AC
It's more obvious in my game but you can still see it happening in the test project, I have edi…
@ChrisIceBox
I tried temporarily disabling the follow action but it didn’t make a difference - the character still visibly jumps through all the points
I’ll explain the behavior in more detail, I press skip (tab) ONCE and I see my character…
@ChrisIceBox Latest Version (1.85.5), Unity version is 6000.2.6f2
I found a way to reproduce the issue 100% of the time, it's the 6 step process with loading saves
I can definitely send you the files, I just need some time to zip them up and upload…
OK I figured it out!
If anyone wants to have the same behavior here's how you do it
First, you want to set your Inventory Menu's Appear type to "Manual"
Then you want to create a new UI Element (I call it Inventory Activator) and set its…
@ChrisIceBox sorry to bump this but I realized there's a small issue with the script
I noticed it stopped working despite me not updating AC or Unity and after a little debugging I pinpointed the cause to the fact that I also have the same script a…
@ChrisIceBox yeah the script does exactly what I was looking for!
I think it could be useful if that was done natively in AC, like for example adding an option "Override interaction verb" right under "Enabled" here in the inspect…
Update: I was able to "fix" it by editing the PlayerInput.cs script so that UpdateActiveInputs() is called before the "EndCutscene" input is checked but it's obviously not a proper solution