Glad it's solved, but I highly recommend relying on an Active Input instead of a looping ActionList to detect input at a certain time. It's more efficient, and this feature was introduced after the Input: Check Action.
To be clear: updating AC won't resolve the issue with your custom Action itself, just (hopefully) prevent it causing issues with the rest of the ActionList it's in.
How are you running the Actions that turn on/off the Hotspots? Via a Trigger?
You could try running such an ActionList after switching the camera with an ActionList: Run Action. A Trigger can be run manually in this way, even if the Player didn't…
How or when is "TriggerAction" being told to run?
If you moved those Actions to a Cutscene instead, you could then rely on a custom script to run it automatically whenever a Hotspot interaction has completed, i.e.:
using UnityEngine;usin…
Are you talking cosmetic changes (i.e. the graphic used for the "Use" icon), or literally which icons are available to a character?
Icon textures (including the main) can be changed through script - just right-click the texture field to g…
Welcome to the community, @Adventure4LifeS.
I suspect this is a case of compounding issues. Your custom Action has some issues, and as a result is causing issues with the ActionList it's in.
The latest release does a better job of keeping an Acti…
Version 1.71.5
* Added: Ability for the "Scene: Check" Action to check if inactive Players are currently, or were previously, in the active scene
* Added: Option to generate camera crossfade and overlay textures in Linear color space
* Fi…
I'm not sure you'd have to resort to custom scripting - the Camera: Switch Action has a Return to last gameplay? option that can be used to return to the last camera used during gameplay. If clicked again once gameplay is resumed, it'll switch back…
The Demo game's Basement scene has two Triggers attached to its SwitchNavCam object to do just this.
If multiple ActionLists are attached to a single GameObject, clicking the "node" icon beside its name in the Hierarchy will bring up only…
The music, SFX and speech volumes will be controlled at all times by AC. If you want to control them through snapshots, you can create new mixers that sit in between those and the Master, i.e.:
-Master
- -MasterMusic
- - -Music
- -MasterSFX
- - -S…
(Quote)
AC's save data is essentially split into two categories:
* Data it knows it needs to save
* Data you tell it that it needs to save
For 1), this is things like the Player's position, inventory, global and local variable states, etc. Basica…
Are you clicking the Use icon, or holding the mouse down? Disable Drag and drop inventory interface? for the moment, as it adds another layer of complexity.
For "Using" an item to automatically select it, you'll need to check Select item…
That should only cancel the fade - not the ActionList it's a part of. I can't reproduce such an issue. Are there any other details other than those above to recreate this?
It may be an issue with Unity, in that case. What version are you using?
Though, we can see if it's caused by the camera by changing the Script Execution Order of the AC.StateHandler script. Try giving it the values +100 and -100 - do either see …
I wonder if this is caused by there being two functions similarly named but with different optional parameters.
Try opening Hotspot.cs, and replace:
public void RunInventoryInteraction (int invID = -1)
with:
public void RunInventoryInteraction2 …