I tried every cases (Run in parallel with wait or without run in parallel), same thing.I think this is because of function End of action RunActionList who cares only about scene file and not asset.
Thanks for the update and especially the optimisation of calls to player. Is it possible to get the same think for all access to GameObject.FindWithTag which didn't change every time (like mainCamera) ?
Yes, the fact is, whenever your scene change, all AssignValues of actions (especially in asset files) need to be called. This is not bad here because you are loading your scene and this way all references are really set.
That's a big work (I began t…
Hi Chris,
very good update, I was waiting for multiple asset based actions list to run in parallel, this is a great feature.
I spent a lot of time doing the merge because I tried to optimize calls of references in actions by using GetAssetFile in ea…
By instantiating the object on scene, you mean drag and drop your fbx (or prefab ??) in hierarchy or by code ?
Because updating the object on scene instance means drag and drop your fbx in your scene for me.So yes, if you drag & drop your fbx in…
OK thank you for the reply. I will check for cutscenes but I don't want to use scene-based actionlists in my game because of versioning problems when you work with others people.
Do you have an idea of when this could be available ?
No, if the hierarchy of your fbx is changed (like adding or removing an object inside it), the prefab who is referencing the fbx won't take this changes.
Look at Unity's forum, there is a lot of posts talking about this.
So to override this thing yo…
Hi,
are you sure you checked the parameter "Hotspot detector child" in the player script (player prefab) ?If you are near the hotspot, interaction is possible, otherwise not.
I'm searching too if it is possible to show/hide hotspot icon de…
Of course I'm placing it in my Asset folder.Did you mean "should'nt" in your answer ?
Because actually I have a gameobject with graph and scripts (like NPC, Hotspot)in my folder "Assets/Prefabs". When I update my fbx, I drag &…