Absolute lets you set the menu's size in exact pixels. Manual lets you set the menu's size as a percentage of the screen's dimensions. Use Manual to ensure that it will always be displayed, regardless of resolution.
Unless it's a "standard" object like the Player prefab, you generally need either a ConstantID or Remember script on it for it's data to be saved. The need to manually assign this script is to keep save file sizes down: you only save what…
Are you using the Menu: Change state Action to manually turn it on and off? Checking "Fade" in there should do the trick (provided of course that you've set the Transition Type in the menu itself to Fade)
The Hotspot inspector was recently upgraded to allow Actionlist asset files to be used, rather than scene-based Interaction objects. Does that make it possible?
If you're using the default InGame menu from the Demo Menu Manager, that particular Menu is set to appear During Gameplay. If your Hotspot click causes a Cutscene to begin, that menu will disappear for it's duration. For complete control over the …
Depending on which kind of game you're building (2D or 3D), it's worth opening up the demo scene to see how best to implement a point-and-click game. Once you're done with the demo, be sure to use the New Game Wizard to create your own set of manag…
Available player prefabs don't appear in the list, unfortunately - this seems to be a Unity-related issue. Dragging the correct prefab file into the "Player prefab" field is the correct way to do it.
I'm not quite sure what you mean abou…
Be sure to add a ConstantID script to any camera that can be active when saving (i.e. gameplay cameras). If you don't the save game file won't be able to store which camera is active at the time.
When you save a game, check the console log: it sho…
Checking the value of the StateHandler script's "gameState" variable will tell you if it's paused or not:
StateHandler stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>();
if (stateHandler.gam…
You can't change the menu based on the interaction type, but what you can do is change the icon textures that display. Have you defined separate "talk" and "pick up" icons in the Cursor Manager?
OK. The errors are all related, but let's just concentrate on the first one: go to line 118 and replace XMLSerializer with System.Xml.XMLSerializer. Any luck? Again, it may be some variant that does it, such as System.XMLSerializer instead, or re…
1) Do you mean that the player character will continue to walk even when no input is being given? That's a bug, if it is. Otherwise, you can use the Character: Move along path Action to make the Player stop.
2) You can't change an Inventory inter…
I don't understand what you mean - what pause button?
The code looks OK, but bear in mind that if the game is paused you'll need to have it in an Update function, not a FixedUpdate function, to work.