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ChrisIceBox

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ChrisIceBox
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  • You can use the Save: Save or load Action to save automatically at given points in your game - be sure to run this Action at the end of a cutscene, though, as saving does not store the current point within a cutscene. If you want to store custom sa…
  • Properties of an ActionList can be toggled within the ActionList Editor window by clicking "Properties" in the window's lower-right corner.  Alternatively, you can view them at the top of the ActionList's inspector.
  • That depends on what you mean by fall.  The camera is parented to the root player object - so if the player physically drops from a height, the camera will move with it. But if you want the camera to do something like momentarily look down at the g…
  • I've found the cause, but would appreciate some testing with the fix.  In Options.cs' Start function, there's a call to run the OnStartCoroutine: StartCoroutine (OnStartCoroutine ()); Remove it and replace it with: AfterLoad (); IIRC, the corout…
  • Ah, I see.  The first person camera is parented to the player, but it's rotation is only updated locally - so if you rotate the player the camera should also turn with it.
  • That it mentions "Cutscene" specifically is perhaps the issue - an ActionList asset, Interaction, Trigger or Dialogue Option can also perform this. The point it's trying to make is that you can bring up the Menu with a Menu: Change state …
  • Presumably you're looking for more than just a camera effect - you also want the player to move back (and perhaps jump during it as well), which means physically moving the root player gameobject. As traditional adventure games (which AC is designe…
  • Also, if your variable can hold more than two values, but still a finite number (1,2,3 for example), you could also use a PopUp variable type. This lets you define exactly which values it can have, and has the added bonus of working with the Variab…
  • Where specifically does it say that, and what is the exact wording? Playing videos on Android should be OK - but the interface of the Action changes when you switch to that platform as it requires a different workflow. When you opt to play the mov…
  • It does - objects take a moment to load their correct positions, so a black screen is necessary to mask this.
    in Load Comment by ChrisIceBox August 2016
  • Just so we're clear from your wording, you're saying you have a scene-based Cutscene with the Actions you want to run, but can't run it directly from the Button, correct? As a Button exists in the Menu, and the Menu can appear in any scene, a Butto…
  • Could also be related to the "intensity" of the scene, i.e. number of tris that slow down the initialisation. I'll look into it and will ask for more info if needed.
  • Correct - this isn't an AC issue, but is down to Unity's automatic lightmap baking feature. If you uncheck Automatic at the bottom of the Lighting window, and then click Bake, Unity will cache the scene's lighting permanently - allowing the results…
  • Don't worry about having too many posts - generally it's easier to answer questions if they're split into multiple threads, and also better for future users to find when searching. A NavMesh is not necessary unless you want AC to handle pathfinding…
  • It's also important to note that "Cutscene" and "ActionList" are largely interchangeable.  Any asset or GameObject that contains Actions can be used to turn the Menu on. When specifically do you want to turn it on?
  • I'll need to confirm, but thanks for posting.  Will look into it.
  • Does this background sound play due to the AudioSource's Play on awake checkbox, or a Sound: Play Action in the OnStart Cutscene?  Does the blip occur if you start the game from this scene, or only when transitioning to it from another?
  • Welcome to the community, @Catacomber! If you've opted to make use of the "Default AC" interface in the New Game Wizard, you'll have all of the demo game's Menus available to you in the Menu Manager. If you have the Game window open when…
  • If you use Direct movement, you can use the Player: Constrain Action to prevent vertical movement, but for Point And Click movement, you will need to create a very thin NavMesh instead. Once you have movement correct, you may want to change your Pl…
  • Thank you.  I've purposely avoided having an upcoming features area, or discussing roadmaps, so as not to place myself in a compromising position should such features not be possible or other circumstances get in the way and cause disappointment. C…
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