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To be clear, your steps are the following?
* Switch scene
* Save and reload
* Switch previous scene
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What exactly is the error, and what steps are necessary to reproduce it?
Be careful not to make changes to AC's own prefabs, as such changes will get overridden when importing AC updates.
It sounds like the issue is specific to your project. Import the latest AC into a duplicate of this project, not an empty one. This…
I'm having trouble recreating any issue. It looks like you're using the default Container menu - did you modify it at all? What if you generate a new one by copy/pasting the Container menu from the Default_MenuManager asset?
If you check Only sho…
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Thanks, I'll attempt a recreation. Are you referring to the "After running: Skip" option, or the ability to skip cutscenes by invoking the "EndCutscene" input?
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It's been deprecated, yes.
Be sure to assign the CCL Inspector's "Unity Input Source" field.
Other than that, any motion issue you're getting may be down to ooti - since the CCL script does little more than change the Input Source and Target Position.
A NavMesh can still be necessary for a first-person game, either for NPCs, or the Player during cutscenes.
However, you can limit AC's Console reporting from the bottom of the Settings Manager.
Currently, you'll have to make the PlayerQTE script's qteType and inputName variables public so that you can access them externally.
I'll see about making some events that provide these through hooks, however.
* You can use version control to track changes made to your project. I'd recommend this regardless of whether or not you make changes to AC's scripts.
What changes were you making? Perhaps it's possible to make them non-invasively, either through…
In what way? The same option with different label, or chosen at random from a selection of separate options? And only the last option?
It's possible to modify which dialogue options are enabled through script, so you could randomly choose an opti…
Going by your logs, the frames are correct - just the time may be a factor out.
If only the first frame is showing, I'd guess it's processing too slow (unless it's processing so fast only the last frame is visible). Try adjusting the "24"…
It may be a hardware issue combined with Unity.
If you switch your cursor rendering mode to Hardware, however, then AC will rely on the system cursor instead - so only one is used.
There'll be more to the error message that becomes visible when you select it - let's see a screenshot of the whole thing.
When using Cinemachine, you'll need to attach AC's basic camera to the Cinemachine Brain - not the Virtual Camera. When usin…
Let's see screens of the Container element's properties, as well as that of your Settings Manager.
If you duplicate your project and import the latest AC release, does it too have the same issue? This may have been fixed already.
Yes, I mean the "Max free-aim speed".
This was originally just used by Drag movement, but it's now used for First Person as well - I'll update it's comment to reflect so.
As for any lingering issues, I think it's really just a case of tw…