Thanks, Chris.
I'll try to send you the project again (last time taught me this is a painful process :sweat_smile: ), but in the meantime...
For the tickbox to appear in the Hotspot menu it requires its Appear type to be set to On Hotspot, instead…
Ah, apologies for the screenshots, but you got it nonetheless.
I was attempting the same thing yesterday (caching the Interaction, unsetting it by "nulling" it, then assigning it again and running it after) but wasn't very satisfied about…
Consider all of the following cases as involving Unity Prefabs as sources!
A scenario that came to mind is: after the release I realize I need to add an accessibility option - that wasn't there before - to my OptionsUI or an entire submenu to my Pa…
Oh, I see!
I'm sorry if this is out of the scope for AC, but - if it's not the same as the second method you listed - what would be an ideal approach for bugfixes and\or added functionality for Menus, if one wanted to keep making use of AC's Menu m…
After talking with Chris via DMs, the temporary fix is to reduce the Accuracy on the NavMesh. The more I reduce it the less Physics2D.OverlapCircleAll calls I get in the Profiler.
Also, even if I reduce it dramatically, I don't seem to notice any p…
Unfortunately that wouldn't be an option for me, now. Or rather... I think I would have to swap out a bunch of different Components, probably 🤔
For those specific animations I'm using a custom-ish system in conjunction with PowerSprite Animator, wh…
I remember it would always work the way it works now when you re-enter or load a scene. In other words the state of the SpriteRenderer would not be reset when switching the GameObject off and on again.
In a lot of scenes we have characters whom you…
Troubleshooting this as you suggested I may have found the culprit! I looked for anything that changed the Cursor.visible state rather than just the lines that would set it to "true"
In Pixel Crusher's Dialogue System there is a script na…
Yes, that's what I mean.
When playing in "point and click" mode (with the AC cursor being always visible) the system cursor momentarily shows up over the AC cursor while, when playing in "direct" mode (with AC cursor being alway…
The flickering is momentary and it occurs almost every time I switch between scenes. I can't pin down possible reasons when it doesn't happen, but I'd say it happens at least 80% of the time, both in the Editor and in the builds.
Here's another qui…
About the cursor flickering: I also tried switching back and forth between Scenes that have ActionList chains that run OnStart after setting them up to all run in the background, but the flickering still happens :\
Having successfully updated AC to v1.75.5 with the new "Change cursor when over single-use Interaction Hotspots" tickbox in the Cursor Manager it actually seems to be solving the issue of the appearing icon!
Still I think the reason why t…
Hi Chris!
I recorded the GIF again, only showcasing the icon changing issue, slowed down a bit the frame where the issue appears and "signposted" it. I hope it makes more sense now!
(Image)
Basically that icon with the X should never …
The only reason I manually switched cultures was to troubleshoot the issue in the first place. I don't do it in the public build.
The Turkish person that got in touch with me was not able to even run the game, so I asked for the Player.log. In it I…
It happens in the Editor as well.
Here is a gallery of screenshots and the "steps" I take to let the issue arise. If you need more details please ask away!
https://imgur.com/a/eh38iMy
Thank you, in the meantime!
A correction: I actually realized I need hotspot.OneClick set to true for all of those options, in order to make use of the hotspot.doubleClickingHotspot!
Alas, it is not working.
Also, when switching to Context Sensitive the checkbox in the Cursor Manager is already unticked.
Following your suggestion I also tried placing inside an Update() method on a component attached to the Player the following…