The animated cursor prefab is assigned at the top of the Cursor Manager - you can return it to the default UI cursor by instead assigning the "CursorUI" prefab inside your game's UI subfolder (the same location as your default UI prefabs).…
The Hold Key variant needs a non-zero "Required duration" value - this represents how long to hold the key for, while "Duration" represents the length of the QTE itself.
I cannot recreate issues with either type on my end, howev…
There's nothing assigned in the element's "Linked Button" field. Even though you're dealing with an Image only, an Interaction element needs to link to a UI Button. You can configure its appearance to remain unchanged when interacted wit…
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This is a "Hold Key" QTE - you'd need to hold the down button for 4 seconds, rather than press it 5 times.
When testing with Input Manager, have you removed AC's Input System integration objects and enabled "Both" in the…
Attach the Event Runner component to it, and define a set of Hotspot/Select and Hotspot/Deselect events - assigning the Hotspot in each so that the events only fire when this given Hotspot is selected/deselected.
You can then configure ActionLists …
To enable the direct-navigation of Menus during gameplay, use the Engine: Manage systems Action.
If you use Unity UI for your Menus, you'll also need to configure which element gets selected by default in the Menu's properties.
The Manual's "…
Avoid the use of the Input: Check Action in a loop - the QTE Action is intended as a replacement for this.
Have you recreated the tutorial before modifying it to suit your own needs? I'd recommend making sure that works before anything else - as w…
If you use Context Sensitive interactions, an Interaction element in your Hotspot menu with "Fixed icon?" unchecked should do it - is this what you have?
And the full changelog:
Upgrade notes
* The SaveSystem and iSaveFileHandler scripts now use callbacks for their GatherSaves and GatherImportFiles functions
* The Walk and Run AudioClip fields have been removed from the Player and NPC components - …
What's the exact icon you're trying to show? The Hotspot's Use interaction icon?
Try adding a Highlight component to the Hotspot, and assign it in its Inspector.
It might be a case of setting the Control Type to Button, but to know for sure if this is an issue with Input System or not - do you have an issue with the legacy Input Manager?
Gamepad keys are mapped with the naming convention "joystick button 0", "joystick button 1" etc. I'm not sure which exactly relates to A/B, as it'll depend on the controller involved - the newer Input System is more natural at t…