1.30 is great, but I've noticed a couple bugs:
1) When I attempt to skip a cutscene, most things are indeed skipped correctly, but I have noticed that object: transform actions seem to get ignored. That is to say, if I have a book falling to the floor during a cutscene using an object: transform action to translate the book from (x,y,z,) to (a,b,c), when I attempt to skip that action the book remains at (x,y,z). And I've noticed that this is not an isolated incident, and seems to happen for most if not all object: translate actions.
2) I had a problem prior to 1.29 in which I would place a hotspot on the floor so that it can be examined/used, and a navmesh on the floor as well, and only the hotspot would be detected by a raycast. After 1.30, this problem seems to have resurfaced. This means I cannot click to walk to a location on the navmesh if there is a hotspot on the floor. The navmesh segment is in the navmesh layer and the hotspot is in the default layer, as it was when using 1.29. Any idea why this problem resurfaced?
Another note:
When I had updated to the previous versions, I would have a managers folder in my assets folder, and the managers in this folder would not get erased or overwritten. However, when updating to 1.30, all of the managers except for the menu manager were deleted. Luckily I had backed them all up outside of any unity folder, so this wasn't a big problem, but it would be a good idea to warn people about this when updating.
Edit: Regarding point 2- I've done a bit more messing around and determined that placing the hotspot below the navmesh allows me to walk on the area successfully. However, in 1.29 the hotspot could be above or below the navmesh and either way it would work. It looks like allowing collision cubes in the default layer to block raycasts changed the way raycasts work from 1.29.
I have some scenes where the hotspot acts as a background to "look" at, and is placed very close to the camera to cover most of the "background" area without using many large hotspot objects. Sort of like a mask over the camera's view. Now, in 1.30, this hotspot blocks the raycast from reaching the navmesh, and the scene can't work as intended. I suppose this isn't that hard to work around, but do you know if there is a simple fix to this issue?
Comments
As for your Hotspot detections, I'm afraid this was a change made for the "greater good" - the intention being that Colliders on the Default layer block raycast clicks, so that the cursor can't "see through walls". If you can work around it, I'm afraid you'll have to - I apologies, but I hope you understand more people need the change to be made.