The two Hotspots are separate GameObjects - you can see that they're named differently (one is "Waterfront -> Steps", the other is "Steps -> Waterfront").
Did you parent one to the other? Where do they appear in the Hiera…
What animation engine are you using? If Mecanim, then you could do that directly within your Mecanim controller - just wire up a new idle animation after an an initial idle animation plays.
Otherwise, yes - a custom script could do that by reading…
Yes, a custom script could leverage a LineRenderer to do that. From AC's side of things, you'd need to read both the player's position, and their destination (once moving) in order to draw the line. These can be found in the scripting guide:
Vect…
Hotspot issue:
Are you sure it's the same Hotspot? If you move it along sideways, do both boxes move? We'll need to see a couple of shots showing how it appears in the Scene window, and it's full Inspector.
Animation issue:
Sliding when the anima…
You should switch to AC's new dedicated Sound: Play Music Action - there you have greater control over effects such as cross-fading and resuming music. See Section 5.11 of the Manual, and the updated 3D Demo which makes use of that method as well.
This is probably best answered by someone with more practical dev experience with the two, but I'll offer what I can.
Perhaps I worded this tutorial poorly, as there isn't much compromise with Hotspots or layers. AC gives you the option of locking…
Welcome to the community, @tedster.
We'll need a bit more info about both of these issue in order to best help, I'm afraid. If you can post some screenshots that show them via e.g. imgur.com, that would be great.
Hotspots can be limited to a spec…
You don't want to go about adding Remember scripts for the Menus - though present in the scene (if using Unity UI), AC's Menus are controlled separately. Adding save scripts will create a conflict.
Whenever a game is saved, AC will include the loc…
You can do this with the Engine: Play movie clip Action. By default, this will take up the full screen, but you can also have it play a movie on a Texture, so that you can have e.g. a video playing on a screen inside your 3D game world.
No - that's all part of the same system. You could, however, turn that player's head manually via a custom script. The Player script has a SetHeadTurnTarget function, which can be called with:
AC.KickStarter.player.SetHeadTurnTarget
That is already possible. If you show your subtitle text on a Menu with an Appear type of Manual, you'll then have full control over its display via the Menu: Change state Action.
Perhaps I'm not picturing it the same way, but I'm not so sure if that would be beneficial to others - wouldn't it get tedious to get scrolling every time you change page? How do you envisage it, exactly?
One way you could do this already would be…
a/b) It depends on when the Managers were created. There was an issue regarding the Menu Manager creating "null" Menus, but that was fixed some time ago. New Managers won't have this problem, but one way to fix a broken Menu Manager is t…
Well, Hotspots and Cameras are treated separately - I think things would start getting confusing if there started being options like that. A custom script attached to the Hotspot should be able to take care of that, however.
By "hotspot highl…