If it's not displaying, that could be due to two things:
1) The menu with the "Variable label" is not turned off
2) The "Variable label" element is hidden
3) It's displayed underneath another menu or element
How are you getting…
The simple way to do it is to use the Engine: Run ActionList Action! It is indeed quite complex to do through script, but the feature was designed with the Action system in mind.
To do it through script, have a look at ActionRunActionList.cs' Send…
I'd considered this myself. There's the added complexity of ActionList assets, which reference assets that may not be in the same scene when the game begins, but I'll look into it.
@DieHappyGames: I need to update the manual, but you do need a Circle Collider 2D (with Trigger) rather than a Sphere Collider, as you've done. Have you assigned the child object to the Player Inspector's Hotspot detector child field?
The "Walk to" setting has a minimum distance because you don't want the player to walk to the exact position the Hotspot's on. Without a Marker, you need to have a distance threshold so that the game knows "how close" is enough.
The appearance of the cursor outside the Web Build frame is Unity-standard behaviour, I believe. Likely so that you can quickly close the tab when the boss comes ;)
If you've set up your Cursor Manager correctly (and it seems you have) then it doe…
1)
The "On Variable change" Cutscene won't be triggered if you manually change a variable through script - only when using the Variable: Set Action. If you must call a script, you can trigger the Cutscene through script as well:
GameObje…
ActionList parameters to the rescue - though you'll have to wait for 1.37, which will bring the ability to link the Menu: Change state Action to parameters. Once it's out, you'll be able to create a "generic" ActionList asset that display…
Have you specified which key exactly that the menu should respond to? The Toggle key box should appear beneath the Appear type popup. You need to enter the name of the Input Axis you've defined.
2D highlighting: Be sure to give your highlightable sprites the Sprites/Diffuse shader, rather than the Sprites/Default one. 2D highlighting only works for that shader type - you will have to light such objects in your scene as you would 3D.
OnHot…
It's because your character's various movement parameters (turn / move speed etc) are causing it to never be able to get close enough to the spot.
If you don't want to increase the turn speed, reduce the Destination accuracy slider in the Settings …