When I’m in the middle of playing a cutscene and hit the pause button (say at 5 seconds into the cutscene for example), the playbar immediately jumps back to the beginning of the cutscene. Is there a way to make it so that if I pause the cutscene 5 seconds in, then the cutscene will essentially freeze right there so that I can make adjustments to it?
An example is having a character walking forward and then stopping. I want to start the camera in one position and end it in another position where the character is close up in the frame. I’d like to use pos/trans keys to block the camera at the beginning of the cutscene and then again 5 seconds in when the character comes to a stop in front of the camera and it seems like the easiest way would be to pause the cutscene at the 5 second mark and then reframe/rekey the camera.
Hmm. The “playhead” should only jump to the start if you hit the STOP button and not the PAUSE button. That is very weird. Can you please confirm that you are hitting the PAUSE and not the STOP button? Sorry for making this question :/
On the other hand, you can also simply click and drag in the timebar at the top to set the time anywhere you want. You don’t have to play and pause the cutscene to stop the time at a specific point. Does not click and drag in the time bar works for you?
Hi, yep I can confirm that I’m hitting the pause button. Also with the Animator track, if I move the play head to the middle of the cutscene (even when not playing it), it immediately jumps back to the beginning. Maybe it’s just a bug with my setup somehow, but if you can confirm that it still works for you with Unity 5.4 that’d be awesome.
After some more digging, I found a case when this happens and that is when the target actor gameobject of an Actor Group is null/missing. Do you happen to have such an Actor Group in the problematic cutscene?
When this happens I also get an error in the console UnassignedReferenceException: The variable _actor of ActorGroup has not been assigned.
Can you confirm that please?
If that is the case indeed, to fix this quickly, please open up AnimatorTrack.cs and add the following code at the top of the OnEnter() method:
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if(actor==null){
return;
}
Let me know if that is the case.
Thanks.
(PS: Yes, I am testing everything in the latest Unity 5.4 release 🙂 )
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