If the items are all separate, you can have each interaction be separate in your Hotspot Inspector.
The easiest way to "swap out" which card is shown is to animate their positions.
If you add each "linked" card to the scene fil…
It's definitely suggesting it's coming from a Menu's "ActionList when turn on".
There's an easy way to tell what. Open up RuntimeActionList.cs, and paste the following at the top of its DownloadActions function:
Debug.Log ("Prepari…
So it's only Hotspot Interaction ActionLists that are being affected? Not other scene-based ActionLists e.g. Cutscenes, Triggers?
Are you making use of any custom Actions, and have you been able to revert things using git?
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I'd certainly recommend that.
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In that case, it should be safe to disable the process I'm seeing in the Profiler. Open up PlayerMenus.cs, and comment out both instances of:
StartCoroutine (CycleMouseOverUIs ());
Does that have any…
Use Unity UI Prefab unless you have a specific need to use In Scene.
With Unity UI, however, you need to first create your menu using Unity UI and then connect the elements to AC. A tutorial can be found here.
Your OnDisable function needs to un-register the event:
private void OnDisable () { EventManager.OnInventorySelect -= OnInventorySelect; }
As an alternative to mapping both InteractionA and InteractionB to the same button, have you tried the Merge…
Is this a case of having multiple instances of the same inventory item? Any screenshots you can share to illustrate the situation will help make things clear.
In the Scene Manager, place down a Variables logic type and use this to define a compone…
It definitely looks like the menus are the problem. You're still keeping the initial ones locked off for the moment?
Try looking into ones that have an Appear type of Mouse Over - how many of these do you have?
With 94 menus in total, I'm more su…
Welcome to the community, @manyheadedmonster.
Interesting question - this may be possible with a pair of Sound: Play music Actions.
Try first using one with a Method of Stop, and zero transition time, and a second with a Method of Play, with Resum…
So long as the variable is a float, it can.
A Slider element in the Menu Manager can have its Slider affects value set to Float Variable, and then its Global float var set to the variable.
You'll also need to uncheck User can change value? for it …
When your game's Movement method is set to First Person, the first-person camera will be switched to automatically during gameplay.
In order to use another camera type during gameplay, you'll have to switch to another movement type - None, in this …
In my experience, this can occur if you open Unity with a script error that prevents compilation error, and then save the scene. It's a frustrating issue that I've been trying to find a workaround for some time - though Unity's new "Safe Mode&…
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The SelectItemByID call before it should simply re-select the same item that was used - I can't see why that would fail, unless the item isn't actually present in the Player's inventory.
Try unchecking Defined interactions deselect active i…
If you set the Inspector's Zoom method to None, then the camera's FOV won't be controlled internally, meaning you can control it either through a separate script, or with animation.
If you're looking to zoom to e.g. the same amount each time, anima…