Hi All,
I've been trying to implement a cutscene in the game that starts with a CG menu image (sprite) displayed while triggering the player's dialogue. Once the cutscene is finished, the menu should turn off. Reference https://prnt.sc/3qpttOrcmT7U
However, my issue is that when the CG menu appears, it covers the player's dialogues. I've tried adjusting the layering by moving the menu below and above the subtitles menu, but I still can't see the dialogues.
Another issue I'm facing is that when I create a graphic element inside the CG menu and try to display it during the cutscene, it doesn't appear. This is crucial because I need a single CG menu to list all of the game's CG images.
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I'm not clear which part of your screenshot is the "CG menu image".
Is the image in question displayed in a separate Menu as your player's speech, or the same, and do the Menus rely on Unity UI or Adventure Creator as their Source?
Re-arranging Menus to determine draw order will only work if they use AC. Otherwise, it's a case of setting the "Sort Order" in their respective UI prefab Canvas components.
What are your AC/Unity versions, and can you share screenshots of the Menu / elements involved, as well as the Actions used to control their visibility.
Hey Chris,
The image is displayed in a separate Menu called "CG" and it's using AC as their source.
I'm using Unity 6 and AC v1.82.1.
Menu: https://prnt.sc/r5imyXWSvMwI
Actionlist: https://prnt.sc/glD9AzVcOnu8
I tried this action and still didn't display the image https://prnt.sc/MiDkgh_QsbKP
Menu: Select won't have an effect here, because Graphic elements are not selectable.
The element's properties show it as visible by default. Are you hiding it beforehand? What is the exact behaviour when the ActionList is run?
Side note: If the intent here is to provide background art during certain story sequences, you may be better off using Timeline, so that you can have the background art be simple sprites in the scene that you show/hide with Activation tracks alongside AC Speech tracks.
Hey Chris, I fixed it by calling Menu:select first then followed by another action Menu: element select. That's somehow worked and called the element of the menu.
Hi Chris,
Apparently, my solution is not stable, and calling image elements is causing them to appear randomly. Could you elaborate on the timeline solution you suggested? I'm trying to provide background art during certain story sequences
Unity's own "Activation" track can be used to enable/disable GameObjects (in this case, background sprites) at certain points along a Timeline.
To incorporate this with AC, you can rely on AC's provided Speech track to embed speech within it, and begin playback of it using the Engine: Control Timeline Action.
A guide to using AC within Timeline can be found here.
Thank you, Chris. Your solution is perfect! I created a Canvas and linked it to the Timeline, and everything worked nicely.
However, when the cutscene ends and I stop it using Engine: Control Timeline / Stop, the Canvas remains active in the scene. I also tried using Object: Send Message to turn off the Canvas, but it still remains visible. Any thoughts on how to solve it?
P.S. I can't use Object: Send Message/ remove because I need to keep the hotspot active.
https://prnt.sc/KaKEXRYayXVv
https://prnt.sc/I5ZYopRbm5Za
Activation tracks have a "Post playback state" option in their Inspectors that you can use to have the automatically disable after the Timeline ends.
Worked. Thank you, Chris.