Hi everyone,
I've noticed that the hotspot cursor I set in the Cursor Manager also appears even when no “Use Interaction” is defined for the hotspot.
For hotspots that only have “Inventory Interactions,” this is confusing in my case because the hotspot cursor is a larger, highlighted version of the main cursor. So, a player hovers over the hotspot, sees from the cursor that they can interact, clicks, and the cursor changes back to the main cursor, but nothing happens. To the player, it seems as though something has been overlooked or is bugged.
I have two ideas for workarounds, but I thought maybe there’s a better solution?
1. Create an interaction cursor with the same sprite as the main cursor. For hotspots that only have inventory interactions, create an empty “Use” interaction with this cursor.
2. Give all hotspots with only inventory interactions a “Use” interaction and have the main character add a short comment about it.
Settings that might be relevant:
Unity 2022.3.62f3
AC 1.86.0
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Comments
How many such Hotspots do you have?
A third approach would be to dynamically turn the Hotspot on when the Player selects an Item, and off again when they deselect.
This could be done with ActionLists using the Event Runner component, but it can also be done with a custom script attached to the Hotspot:
Thank you for your approaches.
So far, I only have two hotspots of this type, but there will be quite a few more.
Both solutions sound very good and don’t have that unpleasant “workaround” feel. I’ve tested both and decided on the script option. It’s quicker to set up for new hotspots and easier to understand later on.
I’m not good at programming, and I actually try to avoid custom scripts. But as I understand it, it does the same thing as the EventRunner, which then executes an ActionList with Hotspot: Enable/Disable for me each time.