https://imgur.com/a/ziX19Kv
Settings are there. I did look for anything noting of a locked menu but I can literally open this menu, close the menu. Save, load, then not be able to open the menu again.
If I manually turn on the gameobject of the canvas which is the linked in scene canvas for this menu, it works fine. It's almost like whatever code should be calling
SetActive(true) on that canvas game object deep in AC somewhere isn't being call…
@ChrisIceBox I don't have any good way to pass the project to you. For the moment I'm resigning myself to reverting to an older SVN commit and moving offending action lists into action list assets then moving back to the later version and transferr…
I don't understand how this happened. Many of my cutscene/interaction game objects which are in the scene survived the transition, they appear linked to AC cutscene/interaction prefabs but others look like they exist only in the scene. Those purely…
The items were just along the bottom row in the crafting menu, where you can drag them up into the pattern area, or whatever you would call it. I'll look into the categorization.
UFPS was enabling a child camera which was meant to be used by AC for transitions, and not for rendering, so it caused the problem. I managed a workaround.
Is the StopSpeaking() method not set up to stop speech animations which are running in an Animator as opposed to the Animation component? I only see code there to kill animations which are in the old Animation system.
I agree, and originally that was what I wanted to change, but in the end I needed something quick to fix the issue as it was unusable before. That sounds like a great change.
At the end of the Run() method in ActionCharFace() there was a bug where the action bailed early because it didn't wait for tilt to finish.
Here's my fix - you can see the added tilting check to continue running until turn and tilt are complete:
…
So I went back to look into why the Character: Face object action doesn't seem to get the camera to face perfectly at the target.
https://imgur.com/a/UiDf7lf
I can't quite follow how the normal character code works alongside the UFPS integration s…
Additionally, a Character: Face object action is failing to complete now that I have UFPS integrated and being used. It just sits there running, holding up the action list. That action effects the player.
In Player.cs line 485 in my version, the fo…
Here's something odd, the camera I created as per your suggestion, when the game is run the far clip plane distance is set to 100. Can you think of anything in AC which would cause this?
In edit mode I have it set to something huge, like 5K, so i…
The problem I'm having is that "return to last game camera" switches don't seem to work right even with that method. It seems to skip the action completely. Do I have to somehow switch to this before the cutscene in question runs?
Do I …
Oh, brilliant, I didn't know that was a thing. Btw, you've really done a great job on this toolset. We've managed to get a huge amount done in a short time.
We have the ability to make a character face an object with the "Face Object" action, I wanted to know what the best practice for doing this with a camera would be. Nothing more complicated than Object A rotating to point at object B (or a…