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Moveable Player and translation problems

Hello everyone, I have a couple of issues with Adventure Creator.

When using Object: Transform to move and rotate the player towards a marker, I experience slight jittering during the rotation. I can't figure out how to fix this. I'm using a Character Controller and playing in first-person mode.

The second issue concerns translations. When I import a translated language, the text positions in AC menus get messed up.

https://ibb.co/MxKZmH64

I waited for a new version of AC to be released, but in both cases, the situation hasn’t changed. At the moment, I’m using the latest version of Unity (HDRP) and the latest version of AC.

Does anyone know how to solve these problems? Thanks in advance!

Comments

  • When using Object: Transform to move and rotate the player towards a marker, I experience slight jittering during the rotation

    Does this occur even when sending no input (i.e. not moving the mouse)? Share screenshots of your Player's prefab.

    When I import a translated language, the text positions in AC menus get messed up.

    Switch to Unity UI for your Menus - they handle flexible/dynamic content much better.

  • Does this occur even when sending no input (i.e. not moving the mouse)? Share screenshots of your Player's prefab.

    I did a test by moving the mouse during the door animation, and indeed, moving it amplifies the jittering. So, I tried disabling the player's movements and free-aiming before starting the animation, but the result remains the same.

    Here are some screenshots. I didn't limit them to just the player so I could provide a general overview of the settings:

    https://ibb.co/album/xFW96b

    Switch to Unity UI for your Menus - they handle flexible/dynamic content much better.

    I tried sticking with AC menus because I find them clean and easy to use compared to Unity UI, but I think it's time to switch, ty.

  • What are your AC/Unity versions? I don't experience this in the latest release with the Sample First Person player.

    If the ActionList blocks gameplay, you don't need to constrain the Player's movement - input should be disabled automatically.

    Your Player prefab has a few custom scripts attached. Try it as I've done - using the New Game Wizard to create a new 3D First Person game, with the sample 3D scene and FP player. Attach a Moveable component to the Player prefab, and run a Cutscene that has a single Object: Transform Action to move the Player back to the PlayerStart over time. Does that have the same issue?

  • What are your AC/Unity versions? I don't experience this in the latest release with the Sample First Person player.

    If the ActionList blocks gameplay, you don't need to constrain the Player's movement - input should be disabled automatically.

    Your Player prefab has a few custom scripts attached. Try it as I've done - using the New Game Wizard to create a new 3D First Person game, with the sample 3D scene and FP player. Attach a Moveable component to the Player prefab, and run a Cutscene that has a single Object: Transform Action to move the Player back to the PlayerStart over time. Does that have the same issue?

    Ok, I took some time to test it. Creating a new, very simple player from scratch using the wizard doesn’t change anything—the problem persists. However, I noticed that if I return to the main menu and start a new game, the problem disappears. The same happens in the build or if I simply load a saved game.

    Using Unity 6000.0.37f1 (updated from 6000.0.34f1) e AC 1.82.5

    Going back to this

    Switch to Unity UI for your Menus - they handle flexible/dynamic content much better.

    Do you have a detailed tutorial on how to properly switch from Adventure Creator UI to Unity UI?
    Because I tried with the main title just out of curiosity, but I'm having issues with the gamepad. I'm also using the Input Manager because I'm having trouble switching to the Input System.

  • Ok, I took some time to test it. Creating a new, very simple player from scratch using the wizard doesn’t change anything—the problem persists. However, I noticed that if I return to the main menu and start a new game, the problem disappears. The same happens in the build or if I simply load a saved game.

    Have you tried it in the Sample 3D Scene as I did, with just the Object: Transform Action running? That it works upon restarting suggests it may be down to another change / Action running that affects the Player.

  • Have you tried it in the Sample 3D Scene as I did, with just the Object: Transform Action running? That it works upon restarting suggests it may be down to another change / Action running that affects the Player.

    I've delved deeper into testing with the New Game Wizard and identified the issue: if the Player is spawned at runtime, everything works correctly; however, if the Player is already present in the scene, the problem occurs. Additionally, thanks to the New Game Wizard, I noticed that Adventure Creator automatically generates a set of Unity UIs, which is perfect for using as a reference and learning from there.

  • if the Player is already present in the scene, the problem occurs

    That shouldn't make a difference - and I can't reproduce it this way.

    Does your Object: Transform Action have Is Player? checked either way, and is your local Player parented to anything?

  • edited February 14

    Does your Object: Transform Action have Is Player?
    checked either way, and is your local Player parented to anything?

    Yes, my Object: Transform Action has Is Player? checked, and my local Player is not parented to anything in the scene.

    Also, I experience this issue even with the default FP Player generated automatically by the New Game Wizard.

    If the Player is instantiated at runtime, the rotation is smooth and clean.
    If the Player is already present in the scene, the rotation feels slightly jittery.

  • Are you testing with a fresh game inside the Sample 3D scene as I did? I cannot reproduce this issue.
  • Are you testing with a fresh game inside the Sample 3D scene as I did? I cannot reproduce this issue.

    Yes, exactly. I tested in a new game inside the Sample 3D scene, and the issue still occurs. However, I tried again in a completely fresh project from scratch, and the problem does not appear. It's very likely that this issue is strictly related to my project.

  • If you copy the new game folder made in your project (the one that doesn't work) into the new project (the one that does), what then?

  • edited February 20

    Just copying the folder and starting the scene, the issue persists, but now I can explain why—I'm sure of it now:

    If the Action List is set to Pause Gameplay and I check Wait Until Finish in Object Transform, the issue always occurs.
    However, if I set it to Run In Background and check Wait Until Finish, the issue never occurs.

  • I can't reproduce it this way, unfortunately.

  • Don't worry, Chris. This week, I have reworked the character so that it is instantiated properly, meaning the issue will no longer occur as long as it is not already present in the scene.
    Thanks again for your help.
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