Hi Chris,
I have an OnStart cutscene where the player character is supposed to start with the Tired animation. However, the scene begins with the Idle animation before switching to Tired. Am I missing something?
It looks like you're new here. If you want to get involved, click one of these buttons!
Comments
Share screenshots of your cutscene, and the Player's Animator.
If you have a Transition from Idle -> Tired in your Animator Controller, make sure Has Exit Time is unchecked.
Hi Chris,
Here's the player's Animator screenshot: https://prnt.sc/BsYt02OfUPul
And the OnStart scene: https://prnt.sc/-IiK21qoJHNu
Cutscene actionlist: https://prnt.sc/yqQSqGOxPbNE
What are your AC/Unity versions?
Is this to say that there's a delay of Idle being played before Tired? While "This can't be happening" is being spoken?
What is the behaviour if you run the Cutscene directly from the Scene Manager's "On start" field?
I'm using Unity 6 (linux) and AC v1.82.1.
No, there's no delay being played. I just don't want the scene to start with the Idle animation. This is how the cutscene supposed to work:
However, it's currently running like this:
How long does the "Idle animation" step in your list above last, and what is the behaviour if you run the Cutscene directly from the Scene Manager's "On start" field?
Try assigning a Comment to the Action that plays the Tired animation, and enable comment logging in the Console from the bottom of the Settings Manager. Does the comment show / Action run at the correct time, or does it show at the same delayed time that the animation takes effect?
Hi Chris,
The issue resolved itself, which is strange. The only thing I did was update AC to the latest version, so I think that somehow fixed it.