1. Create a Custom Actor that inherits ActorActionClip and implement its OnEnter().
2. Create a “new cutscene”
3. Add a GameObject as an Actor Group to that “new cutscene”
4. Add your Custom Actor Clip at 0:00 in that Actor Group
5. Play multiple time that “new cutscene” as a Sub-Cutscene in another “main cutscene”.
You will notice that OnEnter() will only be triggered once !
Placing the clip to somewhere as small as 0.05 inside the cutscene will trigger the OnEnter() method normally (around 0.01, some trigger were missed on my side and playing with unscaled time didn’t change much).
All cutscene are left by default to play Once and Skip (I tried different mode but without any success).
I’m using Unity 2017.2.0p1
I have a delivery milestone due to next week so I’m sorry but don’t have the time to search for a fix.
Hello,
Sorry for the late reply.
I wasn’t able to replicate this issue in the last version of Slate (there was indeed a bug in some previous versions, but just to ensure that the OnEnter is called every time and you can work towards your project, please open up the SubCutscene.cs file and in it’s OnEnter method, add cutscene.Sample(0) at the first line, like so:
1
2
3
4
5
6
7
8
9
protectedoverridevoidOnEnter(){
cutscene.Sample(0);
if(cutscene.cameraTrack!=null){
wasCamTrackActive=cutscene.cameraTrack.isActive;
cutscene.cameraTrack.isActive=false;
}
}
Please let me know if everything works correctly after applying this change.
Thanks.