Alright, tried those things, here's what happened:
- If I switch to AC as the source: no problems. Of course the menu looks different, but the elements unlock as they should during gameplay, and they never block the hotspot detection.
- With the sou…
This tutorial describes how to create a hotspot detector on the player prefab, that should help with context-sensitive hotspots. That's how I do it in my direct control gamepad game and it works really well.
We've been eyeing this for a project too, it seems a simpler integration than Dialogue System at first glance, although you're probably trading that for more syntax complexity. Let me know your experiences if you decide to use it. We were planning o…
True, you can remove the box collider component from any hotspot and add a polygon collider component if you want (or a circle, etc). Nothing will break, they're simply components on a gameobject :)
Hey that's a nice way to grab the canvas of a Unity UI! Thanks for the tip Chris. I was using:
GameObject UIfolder = GameObject.Find("_UI");Image UIimage = UIfolder.transform.Find("HotspotUI/Panel/KeyIcon").GetComponent<Image…
You could make a new GameCamera2D with a smaller orthographic size than your starting camera, and use the camera:switch action with a few seconds transition, that should emulate a pretty good zoom.
I believe GPU Skinning is not supported on DX9/SM2, so could be that's why it glitches out. You could try to change the Graphics API around in the Player Settings and see if it still happens.
I've noticed the same sort of jitter when turning in first-person - though not in an AC project. It feels like input lag or frame drops while there are none, it's quite strange. What's even stranger is that motion blur does seem to fix it yeah. I us…
Do you have a Wait Cursor defined below? When you mouse over or interact with something and it involves a menu that fades in (like the hotspot or interaction UI), that fade animation blocks script execution for a second, and can cause the cursor (or…
Just dropping in to say that the Alternative Input option for menu elements is a wonderful addition. I previously wrote my own script to do that, but to be able to define it right from the Menu Manager and use any of the Input buttons is great. I lo…
Ah, it's back.Not sure why - I had deleted a script that was still on a UI prefab, that threw a warning during play, and after that the error was back. I don't think it was because of the missing script, that situation never happened before. Let me …
Correct. As soon as it opens basically, and then whenever I change a setting.
Of course today, after days of investigating, I go in again to test it further, and didn't get the error... but I remember having seen the error before in older versions. …
Not as far as I can see, no. Only one menu has a graphic on it, and that one is assigned. Only thing I saw is the Pause Background is unassigned, but putting an image in there doesn't change things either.
You can make separate scenes for each location and have AC switch between them - no need to put all locations in the same screen. In terms of transitions you can switch instantly as the game in your video shows, or do fades, or put a loading screen …