Thanks, but I did try resizing the windows, restarting Unity, closing and reopening the actionlist editor window. At once when the logging started, it looked normal. One of those wonderful Unity bugs :smiley:
Huh, after I started logging the dimensions, the bug disappeared! (The dimensions appeared to be correct when rescaling, however seemed to be reporting at half the resolution - might be a windows way of scaling the user interface to keep it from bec…
Also, while the bug regarding the displaced tool menu is fixed when zooming out, the Action Type menu is still offset incorrectly when zoomed out.
Another minor thing; Before I could click the node anchor to make a new one appear, in 1.70 I have to …
There's a small bug in the actionlist editor window in 1.70/Windows/2018.3. On high resolution screens (4k) the top and bottom starts to disappear if the window is bigger than around 1/4th of the screen. This means that the auto-arrange button and t…
I just upgraded to 1.70, and that pesky white flash has returned on 2018.4 on Windows. I don't understand why, but in MainCamera.cs when changing
Texture2D screenTex = new Texture2D ( ACScreen.width, ACScreen.height, TextureFormat.RGB24, false, (Qu…
Just an update on this, I needed to go back to super-accurate ON to keep characters ending up at exactly the right spot. But a workaround is that I use a Character Move Along Path: Stop Moving (Instantly) action after the Move to Point Action. It ap…
Thank you! I have managed to somewhat get this working with your help. I use the hidden TMPro textfield and copy trick, and that seems to work. Still need to get custom speech tokens working, but this is a great start.
Thanks, but I can't seem to make the camera follow the player properly with Target Across Screen. Probably my scene/camera angle and perspective that makes it difficult for the camera to behave like I want. I think Cinemachine has the same limitati…
On PC, it seems to be displaying correctly on 2018.4 with the original (pre-looping over pixels) version. So I would suggest removing this code in the next version of AC, or putting them in a Unity 2017 check. Unfortunately there seems to be some is…
Sorry for returning to this issue, but it cropped up again now while upgrading the project to 2018.4.12f1 on PC. Maybe Unity did some changes to this, as when building to PC I had to remove the looping through pixels and setting them to their correc…
Ah, I see. That rules out potential preloading in scenes with multiple pathways to other scenes. Probably possible to work around with non-skippable actionlists with triggers and walk to markers, but as you said, important to be careful so you don't…
Good to know. I had to implement an extra menu removal function, so it might be easier to just make a standard Unity scene for device testing purposes.
I don't know when this started occuring, but since running between scenes was not working before I hadn't noticed it.
In this scene, the character starts at a playerStart at the bottom of the screen and runs to a marker just up the road (0:27 in the…
I tried changing to a Character Controller, the behaviour is the same.
Here is a video with gizmos:
https://imgur.com/a/rHM1rEQ
As you can see, the erratic running is when (trying to) entering a trigger. This only happens when coming from a previo…
It seems it is possible to work around this issue by using a Move along path Action with the Stop Moving method if the cutscene ends before the player has reached its destination. Would love to get a fix for this if it's reproducable though!