Placing a Hotspot on the Player isn't an "official" feature, but the Highlight should still work. Do it at the prefab level - from your assets folder, give the Player a Highlight script and assign it to the Hotspot Inspector. Be sure to …
Be sure to set the Hotspot detection method to Player Vicinity (in the Settings Manager).
However, you may want instead to affect the Hotspot ray length value instead (underneath Raycast Settings). This determines how far away from the camera Hots…
When you say disabled, are you referring to the Hotspot prefab itself (determined by it's layer), or the Interactions within it? What is your Interaction method?
To stop the player from moving, use the Character: Move along path Action and check Stop moving. If you tell the Player to move to the Hotspot by setting the Hotspot's Player action to "Walk to marker" (as opposed to using the Character: …
If you feel it was premature, I hope you change your mind with the imminent 1.32 update. It brings a "proper" Unity 2D mode, which works in the way you'd expect a 2D workflow to work.
Try calling _menu.Recalculate (); after setting the value - also, why not set the correct visibility in OnMenuEnable as well?
Word of warning: 1.32 changes the syntax slightly for setting/getting variables. Your new code would be:
GlobalVariables…
Just create a "blank" menu to act as the button to open up your Inventory menu. This should be a separate menu, with a button that covers the top of the screen, but with no texture/label so that it's invisible (even though it's enabled). …
Are you using a terrain mesh for your pathfinding? That may be the general cause, if your mesh is very complex, though I don't think it would account for the difference between build/editor framerates. Post a shot of your navigation setup, if you …
Shouldn't affect it, but thanks for the let-know. Could be a problem with using a possible decrepit Monobehaviour function. The Kickstater script (attached to the GameEngine) is tasked with creating the Player prefab if it can't find one.
Inside …
In the Settings Manager, look for the Inventory settings and set your Inventory interactions to "Single", and they'll act as they do in Context Sensitive-mode (like the 3D demo).
You'll also need to remove the Inventory Box from the Inter…
Does it work when you don't have mouse-clicking to skip speech lines enabled?
Also, you shouldn't have a Continuous Trigger playing a background Actionlist - it may cause repeating errors. Try disabling the Trigger itself (with Object: Send messag…