There is. Also be sure to follow the instructions detailed in Section 9.2 - the materials (both the original and new) must be stored in a "Resources" folder in your Project assets with unique filenames.
Any field in the Managers can be changed through script - right-click on the field's label to copy the API reference to the text buffer. You can then amend its value at runtime via a custom Action.
Are GameObjects and parameters actually necessary for this? You can store materials as two string variables, alternating which one is updated each time, i.e.:
Click Hotspot A: Material A is set in Variable 0
Variable 0: Material A, Variable 1: Bla…
The Console as in from the 3D tutorial? What's your Interaciton method? If you're seeing the ring appear, then it'll be set to Choose Hotspot Then Interaction - in which case, only your "Main cursor" graphic will be used by the pointer -…
Welcome to the community, @icanzilb.
The Texture type should be set to Default in the latest version, with Read/write enabled checked. I shall update the tutorial's wording soon.
Be aware that the tint map itself may not be visible during gamepla…
Again, please set your Menu's Source back to Adventure Creator and confirm you get the same behaviour without using Unity UI. At the moment, I'm confused about the actual issue itself - do you mean the value itself is being mispresented? i.e. when …
I'd considered it, but that also means the complexity of having to incorporate such changes into the "Remember Video Player" component, which has to be able to support any changes made to it via the Action.
You can always continue to use …
You're welcome. Indeed 5.6 brought about quite a few subtle changes that have been difficult to uncover. But I'm not clear on your wording - are things now resolved?
Do you have a link to that thread? I apologise if it was left unresolved by I don't recall leaving such an issue open.
Please attempt the same steps in the 3D Demo, with the 3D Demo's managers assigned. I am using that same project to try to recr…
Constant ID values are used by AC to refer to scene objects from asset files as well as save games. Depending on what Actions you're running etc, they may be added automatically as necessary - but you can assign them manually by attaching the "…
One caveat: the Action that calls the parameterised ActionList (i.e. the one that has ActionList: Run in it) must be an asset file - not a scene-based Cutscene or the like. You'll then be able to set GameObject parameters by ID number, as well as b…
That is not currently possible, though I shall consider adding such a feature. If you're a coder, you could feasibly write a custom script that places Hotspots on a temporary layer while a mistmatching cursor is selected.
You can store a GameObject's Constant ID number in an Integer variable. If you pass an Integer parameter to a GameObject field, then that number will be used to find that GameObject via it's Constant ID number.