Ignore my suggestion above: if you're referring to the camera being in mid-transition at the time of the switch, that's not enough to resolve it.
I have recreated this behaviour, though, and will have it fixed in the next release. To confirm: is t…
Update: Recreated, never mind the Inspector screenshot - assuming you have a Remember Moveable component attached.
To fix, open up RememberMoveable.cs and replace the line:
moveable_Drag.LetGo ();
with:
if (moveable_Drag.IsHeld) moveable_Drag.Le…
Can you share the full Inspector of the Draggable object?
At the start of your LetGo ActionList, insert an ActionList: Comment Action with some words so that the Console displays a message when its run.
Leave the scene, clear your Console and re-e…
The various "skip" options in the Speech Manager all relate to individual lines.
If you want to skip an entire cutscene, make sure your ActionList is marked as "Is Skippable?" and invoke the "EndCutscene" input.
I'm afraid I may have misunderstood your intent. I was thinking the "blur" panel would be an overlay showing a second set of inventory items - i.e. those that you can combine with the given item.
If you're looking to rely on the same Inv…
If you can isolate the issue in a new scene, and have it occur when the scene begins, PM me the necessary files (scene, ActionList(s), and your Managers) with instructions and I can take a look.
Can you describe your situation in more detail?
You're switching Players in the same position - so the camera shouldn't change. When you talk about the camera's "following process", are you talking about the camera moving due to being mi…
Having the sprites alone isn't enough - the exact method would depend on how your character is set up, both in terms of the prefab fields and the Animator Controller.
The main factor that affects the method is your chosen "Animation engine&quo…
Yes, it should work in both 2D and 3D scenes.
Use a Capsule Collider instead of a Sphere Collider - even if it ends up being the same shape, AC uses it to calculate the necessary Raycast.
The other settings such as "Collider distance" al…
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If you open up its Runtime ActionList in the scene while it's running, the Action it's paused on should be highlighted - is that the case?
Please share details on how/when you're setting your parameter values.
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I'm afraid I don't see - which part is the "blur" panel? I only see one item icon, so I don't know which is your regular Inventory list vs the Combine list.
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Can you share a shot of your Settings Manager, as well as the fu…
Was that "Face object" Action also using parameters? If so, it sounds like an issue with your parameter values, rather than any specific Action.
How and where are you setting your parameters for the lists? I will need clear steps in ord…
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That's correct. TargetInvInstance refers to the item that a menu is associated with. For an Interaction menu, this is set automatically to the item that was clicked on to open it, but it can be set manually via the SetHotspot function.
Yo…
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I was asking about the previous version - what were you using before these issues occured?
Your screenshots show a total of three "Camera: Switch" Actions - which one(s) specifically are giving you trouble?
You're making use of p…
Merry Christmas everyone, and happy new year!
I was hoping to have a little secret present ready for the community by now, but it looks like it'll have to wait until the new year.
My apologies for your frustration.
Just so that I'm on the same level, though - how far through your list have you gotten? As most of your post relates to the Combine side of things, is it correct to assume that 1 -> 3b are running OK (aside fr…
Perhaps my wording could have been better. By "should be the case", I mean that I would like for this to be the case. This behaviour will be optional as part of the net update.
The PlayerStart component has a Limit by active field - set this to Inactive Players Only to have it only react to your inactive Player.
But, it'll still take the "Previous scene activation" settings into account. The quickest solution w…
It's something I've been looking into myself recently.
The Interaction menu will close once gameplay is blocked - no matter where that block comes from (Interaction, Cutscene, Trigger etc).
However, it should be the case that it should remain open…