This is probably one for Chris.
Generally speaking this is for a 2D game type. I am attempting to build to both touch and mouse interfaces in tandem wherever possible.
(A) I want to have two different kinds of hotspot interaction (like the title says). For the main navigate and snoop about the scene I want one type which offers various interactions which leads me to select "choose hotspot then interaction" and to have a cursor to indicate the general presence of a hotspot upon click/tap and then to reveal the possible actions AFTER and not just at the wave of a mouse.
(B) I also have special 'cut-to' views in which I have hotspots which make the camera transition/zoom in and out to focus/inspect specific objects on view. I find that the Interaction Method which works in the above situation (A) isn't very ergonomic when I JUST want single click/tap to look close up and tap to exit this close up.
It may be that I should simply use a menu to get about the 'cut-to' view but I have found that this can be difficult to match to the shape of the scene layout if the screen ratio isn't exactly the same.
Am I doing it wrong? Perhaps I should be using a different hotspot interaction method in the first place, say context-sensitive?
Is the new 'context sensitive' something that will now help provide a solution? It didn't feel the right Interaction Method when I tried a month ago for situation (A).
Perhaps the new Unity 4.6 menus will actually work as an ultimate solution but I was hoping not to have to rely on that until it's out of beta.
Comments
The 2D demo uses this trick for the two exits on either side of the scene.
The cursor chosen for these hot spots shows up at what looks like 2x the size of the ordinary cursors (even when it's exactly the same cursor). V strange.
Is there a reason this is happening that I could alter settings on?
to when it's a cursor, rather than an Icon within the Interaction menu.