I can't recreate this issue. If it's working in one project, but not another, try to work out what the difference is - I'll be able to help much better if you can tell me what it is you need to do to get this problem to occur.
You'll see that the SetFirstPerson function is only being called when the gameState is Normal - this is true whenever in "normal" gameplay, and not true for Cutscenes.
AC only considered a "Cutscene" to be running if it takes co…
Sorry, but I feel this'd be more trouble that it's worth. I see your point, but I think it'd be unreliable. Feel free to write it as a custom Action, though.
Will look into it, but can't promise anything. Be aware, though, that you don't need to create two ActionLists: you can simply create one and have both Items share it.
Would you mind describing the circumstances for which you need such a feature? There's a couple of ways to go about it, one more complex than the other, so I'd appreciate knowing the context as best I can.
This is somewhat possible by using Slider elements: you can link one to a float Variable, and it'll "fill up" as the Variable's value increases from 0 to 1. Beyond that, you'll have to use another asset - though you can still use this tut…
Yes, I actually already had this added to the upcoming 1.38 release. It's a big update, so it won't be out just yet, but you'll be able to have a "hover" text over Buttons, much in the same way over Hotspots.
I can't recreate the "Options2" menu problem - I tried it myself and it works fine. If you switch back to crossfading "Options", does the problem persist? If all else fails, you can set the button's click type to Run ActionList…
Define each option in the Cursor Manager - see the Demo_CursorManager for an example.
You'll want to use ChooseHotspotThenInteraction mode (it's in the Settings Manager). This will mean that when you create Hotspots, you can define multiple Intera…
Very strange!
The steps you've taken are correct - provided you're using "Unity 2D" mode (the other 2D methods still requite SphereColliders).
Try removing any Rigidbody components there may be on your prefab. It shouldn't affect things…
Perhaps you aren't aware, but it's possible to re-order the Build scenes simply by re-arranging them in the Build settings. You can do this to put the numbering back to their original state.
Try using the Engine: Manage systems Action. That was introduced after the TurnOffAC method, and you can use it to have full control over what's deactivated.
To re-enable control, you can call an ActionList's "Interact" method (either di…
You can use the Variable: Check Action to see if the variable is zero. Run a Cutscene with this Action inside it every time the variable decreases, and you can then finish the game if need be.