I remember that the player prefab that had the Variables component was set to the default player. The player:switch used replace npc for both the players.
How strange. It's a bit hard for me to reproduce right now because I moved all my player prefab variables to global variables due to both this issue but most of all the inability to do global searches for variables placed in prefabs.
AC 1.68.3
U…
thanks, but running that code in a custom action that is executed directly after the "Scene: Switch" action (in a scene surviving cutscene) had no effect.
I also tried this:
var camera = ((GameCamera2D)KickStarter.mainCamera.attachedCame…
I ended up using what Alverik suggested here:
https://adventurecreator.org/forum/discussion/6153/return-to-previous-scene-at-specific-position
The only little problem now it that when Scene B shows, you can see the camera (which follows the player)…
Not sure how to record the player's position as he is not in the scene (player switching is allowed) and there is no "Is player" option on Object: Record Transform.
Yes, hotspots stops working if placed on the "Ignore Raycast" layer. NavMeshes seem to work on "Ignore Raycast" though, and are placed on that layer in both the 2d and 3d demos.
I'm trying to hunt down some performance issues wi…
Regarding 1, the use case is when you open a big list and are looking for a specific action (and you still don't know which one us the previous one).
I'd love a drop down of all actions (maybe near the ping button) that would auto scroll to it and …
Thanks but the player might be doing this from any scene in the game. It doesn't seem feasible to have one PlaterStart for each scene, placed in every scene throughout the game.
Besides it would cause confusion if the player was to enter the scen…
I'm getting this warning consistently even though the action list isn't running, hasn't been skipped or paused. Try this to reproduce:
* Run any action list in the current scene
* Await for the action list to complete
* Switch to a player located i…
* Yes, this is done according to the code you suggested
* The Source for this menu is Adventure Creator, but you mean if I switch to to Unity Prefab right?
Ah, debugging the method you referred to I found the reason:
On line 102 you check for actionsManager.displayActionsInInspector, if false, the method returns so lines 205-208 is never executed.
* Ok, good to know
* Do you also get the result of more lag in a build if using slower mouse speed?
* Regarding your third option, I understand this allows for animated cursors, do you know if it also results in less lag?
Thanks
I'm using Unity 2019.1.9f1 and AC 1.68.3.
The easiest way to reproduce this is to use git (or any other versioning system), modify the props of an asset, try to save, and note that nothing has been updated.
Another way is just to open a project, m…
Cool, while this solves the flickering, it brings up two new issues:
* If the last save was an autosave, then the load & save menus hides all screenshots. This occurs even after adding the following code:
EventManager.OnFinishSaving += (SaveFi…