yet, when I import it, it says that there’s nothing to import.
Does it mean that SLATE is now natively supported by AC, and no extra class is needed since they’re already present?
I think I’m missing something, because SLATE by default throws a “GameCamera” script on AC’s main camera, and deactivates it to drive each own camera.
Yet, since all the effects (Prism, for instance) are on the main camera, I can’t blend AC camera system (using a SimpleCamera which transform is getting animated via SLATE), but instead I am now using a very modded version of SLATE to avoid switching away from AC’s camera.
Is it normal or…? Do I need to add any define to enable SLATE support in AC?
Last update was in April 2019.
I’m even considering the chance of the Unitypackage could be empty 😀
Putting both the gamecamera and directorcamera and the directorUI on AC’s main camera (which occasionally switches and blends to other secondary cameras natively) doesn’t seem to work unless I heavily change all of main Slate classes (well, 3 actually: gamecamera, directorcamera and the other which handles the extra UI elements).
I was trying to animate a secondary camera with SLATE, a simple flyby around an object, I was expecting to be able to let AC interpolate toward this secondary camera, but looks like there’s not much compatibility among the systems.
I mean, they can co-exist, but there’s no integration. I was expecting to find some AC Actions to support AC, but the package I found in that page is nothing like that.
Hmm.. it might be something related to caching as far as the package go. I have attached for you the package again here. Can you please give it a try and let me know if that works for you (and actually have something to import) ?
By the way, I also think that AdventureCreator includes the integration in it’s package and you do need to enable some define that the Adventure Create dev made (but I am not really sure if that is still the case).
Regarding cameras, Slate does indeed use and render everything though it’s own camera (RenderCamera). The reason for this design choice, is so that it does not affect the game camera, but neither the game camera (eg control scripts) affect the cutscene. This way we dont have to explicitly enable/disable potential behaviours that are attached on the main/game camera.
What kind of changes did you make if you want to share?