According to my notes
"Activity.Run(scene + “/second”);//runs after the calling script is done
ScriptObject.Execute(scene + “/second”);//runs immediately pausing the calling script"
You can try printing (System.Trace) the try catch error, to see if it gives any useful clues.
Code: Select all
try
{
RsTime.AnimStart = RsTime.EvalAnimStart('')
RsTime.AnimEnd = RsTime.EvalAnimEnd('')
Node.Value("/Preferences/AnimPref", "PlayRangeStart") = Node.Value("/AnimMng", "AnimStart")
Node.Value("/Preferences/AnimPref", "PlayRangeEnd") = Node.Value("/AnimMng", "AnimEnd")
}
catch (e)
{
System.Trace(e)
}