The Player: Constrain Action can be used to prevent running, but that will affect Hotspot movement as well. I'll consider making the double-click behaviour optional.
Thanks. You're viewing the Manager asset through Unity's regular Inspector, which is why they're (correctly) appearing like that. When viewed through the AC Game Editor, which is where Managers are designed to be viewed, they should look OK.
The …
OK. I've got this recreated in Unity 2017. For pre-2017, all seems fine.
Unclear of the cause at this point, but the Menu Manager created by the NGW is incomplete. However, the Default_MenuManager is fine in my project.
Please - what do you mea…
Thanks for the detail.
You say you tell it to import on Project Setup - are you referring to the "Add Asset Package" feature that appears on the Unity Splash Screen when creating a new project? If so, have you experienced this issue when…
Thanks, I'll go over this and see what can be done.
For future reference, http://pasteall.org/ is a nice way of posting links to nicely-formatting code.
I'm afraid that last Path image isn't showing up for me, but your Character: Animate Action doesn't have Wait until finish? checked which means it ends as soon as it runs, and the path is resumed.
Do I have to link hotspot into the NPC hierarchy so…
What demo are you referring to?
If you're talking about moving the system cursor, it can't be done. If you're removing control from the player so that the effect is visual-only, you could try replacing the cursor's texture with one that is offset.
I don't know how head-tracking would work as it's still a 2D character, but objects can be parented to a character's hand using the Object: Set parent Action.
It is a kind of a bug, but not in the way I was first thinking. The "direct-control" options should show regardless of the Input method, because they still affect UI-based Menus. However, any change regarding that won't affect your curre…
Indeed, I can't recreate any such issue merely by switching player.
But your "giving object" ActionList doesn't look right to me. You begin with a Player: Switch Action that redirects to Action 1 regardless of it's outcome. Also, if Act…
Check that the actual UI Button object has a Constant ID component with a matching Constant ID number. In the case of ImageTrue, this will be 683126.
Note that this must be the case for the prefab itself. The canvas prefab needs to be placed into…
Thanks for the update, but could you elaborate on exactly what you mean by "activating" it? Are you referring to merely importing it (which should be done before importing tutorial files) or using the NGW?
If you could break down how to …
The ActionList you've posted has no Player: Switch Action. Please post a shot of the ActionList that does.
In the player's Follow Sorting Map component, do you have Follow default Sorting Map? checked and a Default Sorting Map assigned in the Scen…