I think this is an area where opinion can vary somewhat, but the intention behind AC's skipping feature is for any effect to be instantaneous - once you invoke "EndCutscene", you shouldn't have to wait for anything else before the skipping…
No problem - if in future, you could all issues in separate threads, however minor, that would be great.
In this thread, I suggested restyling the Interaction Menu to look like the "bottom" one. How did that go?
I feel that at this poin…
You don't need add the First Person Camera component - the error can be ignored, since UFPS is overriding it. Adding it will create a conflict that you're now experiencing.
Open up the UltimateFPSIntegration script to see instructions on how to us…
Were some of these issues from another thread? I can't see mention of the flashing / inventory issues further above. My apologies, but with so many threads it's hard for me to keep track sometimes.
If your Interaction method is set to Choose Hots…
You will have to create a custom event to tell PM to stop whenever you are entering/exiting AC's "Paused" state.
This script demonstrates how code can be called when entering/exit "Pause" mode:
http://pasteall.org/498221/csharp…
Personally I just consider removing objects from your scene at runtime to not be good practice, unless you never want them in the scene again (e.g. a weapon projectile or something).
When loading a RememberTransform component, there is a memory int…
Try unchecking Has Exit Time, as that is likely causing the wait. Otherwise, please post images of the Controller and ActionList involved, so we can understand what's happening more accurately.
Using GameCameras for your camera placements is the intended workflow. GameCameras are merely "reference points" that the MainCamera switches between at runtime.
The MainCamera itself can be left alone, as it is handled automatically by …
Welcome to the community, @Cranberry.
Making variables for each Variable: Run sequence is necessary to ensure that the sequence order is stored in save game files.
Though it could get quite complex if you had many options, you could feasible do th…
Which version of AC are you using?
You mention tinkering character animations - was this issue occuring beforehand, or is it a recent issue?
If it only occurs half the time, it could be due to the Animator Controller itself - which can be unpredic…
If you're looking to change the font asset itself, that's more of a Unity issue and you should look to Unity's forums for more help on that.
On the AC side of things, however, there are a couple of things you can try:
1) Changing the "Font si…
Thanks for the update. Have a look at bullet point 2 in Section 13.2 of the Manual (Performance and optimisation).
Give the suggestion it makes a try, even if you don't change those sounds at runtime - it should help make a difference.
You can recycle Actions and ActionLists - see the "ActionList parameters" section of the Manual, as well as this tutorial. Essentially, they allow you to tweak the settings in Actions at runtime, allowing you to run the same kind of thing…
The "Crossfade" setting of the default Pause Menu is a convenience in that it will automatically close all in-game Menus when it opens.
To re-open the "Back" menu after the Pause menu closes, set your new Menu's Appear type to D…
Cameras are only visible to AC if they have an AC camera component attached to them.
For custom cameras, attach the "_Camera" component found in Assets/AdventureCreator/Scripts/Camera. That will allow it to be useable by AC's camera syst…
Indeed - I wouldn't call it a hack, but Conversations are treated separately within the ActionList management code.
I imagine having an Action tell an ActionList to stop skipping entirely would lead to unwanted complications given the complexity of…
No, but it's quite simple: just place that in a function in a new C# script, place it in your scene, and invoke it from your ActionList using the Object: Call event Action.
Create a new C# script, and paste the code as a function inside it:
public…
You can selectively choose which cutscenes are skippable from the top of their Inspectors.
You can also define a "Cutscene cursor" at the bottom of the Cursor Manager.