The standard "glow" in 3D games is more of an example than anything. The Highlight script is designed to be overridden with custom effects, should you want them.
First, assign a Highlight script to your sprite, and link it to the Hotspot…
You may be able to get around it with a further RememberHotspot script on the Hotspot. The "on/off" setting in the RememberNPC / RememberHotspot script merely changes their layer. Keep the NPC off, and the Hotspot on, and it should work.
If you're using Choose Hotspot Then Interaction mode, you can opt to have it emulate Context Sensitive mode. It'll forego the menu in favour of the simpler one-click-to-use interface. Just check Single 'Use' interaction? in the Hotspot's Inspector…
Not sure about this, because of that caveat, which makes it much more difficult to read "shift" key variants and special characters. If you're up for amending the script yourself, please be my guest - I'm hesitant to make such a change in…
Try increasing the "Destination accuracy" value in the Settings Manager. Since the Character will never be truly in the exact position as it's target (because of update frequency, speed, etc), this value is used as a "close enough&qu…
@Vadbag: Sorry, couldn't manage that - but I've included save game screenshots in 1.39a. Wasn't planning on releasing it so soon, but a critical bug forced my hand..
1.39a is out, because of a critical bug related to Top Down 2D mode. A couple of minor additions, but really it's a bugfix update:* Added: Save game screenshots - enable in Settings Manager, then change SaveList element's Display type to show them
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No problem - if you need more info, check out section 8.2 of the manual. but I'll answer your questions specifically here:How exactly do I tell the system to remember that the rope sprite is invisible and that the hotspot is disabled for the rest of…
The Capsule Collider is assumed to BE the real Hotspot - that's why it's placed on the Hotspot layer when the NPC is made active. How is your Hotspot attached to the NPC?