I'll need to see specifics. Let's see some comparisons of the ActionList when you're using all the Actions vs just the single line of dialogue.
Also:
* Are any Unity UI menus showing for the first time as a result of this ActionList? You should …
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Which Action, and in what way was in not working? Avoid custom scripts for the moment if you're trying to resolve issues in the thread - I need to know exactly what you're doing, and so far I do not have enough to go on.
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What do yo…
I'm afraid not - the two are very different systems.
Are you looking to move the Player in a perfect circle? A bezier curve probably wouldn't be necessary for something that simple.
What is the behaviour now when moving left/right? Movement shou…
It should be a case of just creating a Paths object, and using the Action I mentioned in your OnStart cutscene to limit movement. If you have a whole island to navigate, best to start with a simple test scene with just a few nodes to get a feel for…
Are you using the Scene: Add or remove Action anywhere in your game? The "Aula" scene has been added as a sub-scene, which should only occur when using this Action.
The Actions Manager can be used to locate the presence of any Action typ…
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If you wish to make use of a third-party bezier tool to define where the Player moves, you'll need to write a custom motion controller for the Player in order to have them move along it.
See the Manual's "Custom motion controllers"…
It's not the menu itself that's turning transparent, it's the Button itself - caused by Button component's default "Disabled" colour. If you want it to be fully invisible when not clickable, reduce this colour's alpha channel to zero.
Do…
What are your AC/Unity and Addressable package versions, and is this in the Editor only, or builds as well?
Does this occur if the ActionList only runs a speech line, and doesn't do anything visual?
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They should be saved in PlayerPrefs, bypassing the use of .save files.
Though, it may be that this has stopped being the case - since I'm seeing the top of the SaveSystem script only checking for UNITY_WEBPLAYER as opposed to UNITY_WEBGL to…
AC is rendered using Unity's OnGUI calls - which is always drawn last in the rendering process. This is outlined in the Manual's "Menus overview" chapter.
To display a menu underneath a Unity UI menu, it too will have to use Unity UI.
What are your Unity and AC versions?
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By "load", do you specifically mean loading a save-game file, or just switching scene?
If the Pause menu isn't on, it sounds like it's likely some very specific combination of factors that are…
If an ActionList blocks gameplay, you can check its "Is skippable?" property to have it respond to the EndCutscene input. See the Manual's "Skipping cutscenes" chapter for details.
So you're saying that it's dependent on the scene you're in before loading, and not the scene that gets loaded?
Create a fresh scene with just a Plane / PlayerStart for the Player to appear at. Add it to your Build Settings, and then save + load t…
What form do your cutscenes take - ActionLists or Timelines - and how do you want to skip them?
Individual speech lines can only be skipped when run in an ActionList - when using Timeline, you can only skip the Cutscene that its run from.
To skip …
Again: What pattern is there to the freezing? Is it only when loading from/into a specific scene?
If the game is paused, it may be due to a menu that pauses the game being enabled. This script should list any such menus that are enabled in the Con…
To rule out anything else contributing, does this occur without the "Constrained First Person Camera" component?
It sounds like this is a case of conflicting cameras, though I'm not sure why the results would vary. I'd hazard a guess tha…