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I think you want OnMouseExit rather than OnMouseLeave.
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So it's not the main cursor (pointerIcon) you want to change, but which interaction icon is displayed as the cursor?
The "interaction icon as cursor" behaviour can be…
Welcome to the community, @knooc.
AC is mainly render pipeline-independent, but 2.5D cameras is one of the few areas where it does need to manipulate camera rendering to work.
The change you've made sounds like the right approach, but it should be…
Thanks for the details.
For each Interaction icon you can define in the Cursor Manager has a Leave out of Cursor cycle? option, which you can use to prevent it from becoming selectable through regular input. From the sound of it, it seems like you…
How and when are you calling your OnMouseEnter/OnMouseLeave functions? Does the cursor hide if you e.g. call OnMouseEnter() directly within Update()?
Are you using Software or Hardware cursor rendering?
Insead of altering the texture itself, try …
Welcome to the community, @aphixe.
Please use the top toolbar to run the 2D Demo game - "Adventure Creator -> Getting started -> Load 2D Demo".
This will first load the 2D Demo's Managers, and then the 2D Demo scene, allowing the d…
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AC's standard camera type for 2D games - GameCamera 2D - moves without changing the perspective, even if using Perspective projection. This is normally what you'd want in a 2D game, so that an object's Z position has no bearing on its visua…
No problem.
Yes, indeed - many of the concepts covered by the tutorial videos are applicable for all game types. I also recommend the text tutorials, particularly the Interactivity section, for more help with specific areas.
What version of AC are you using?
Unity's VR namespace should be valid when building to Windows - I'm not sure why you'd get such an error.
Still, if you remove the ALLOW_VR define from MainCamera.cs, i.e.:
#define ALLOW_VR
Then that will preven…
I'd prefer not to over-clutter the Inspector with Transform fields, when the position of the override, and the Hotspot itself, should be enough to cover bases.
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I mean to have the Hotspot's origin (actual Transform position) be where you wan…
You'd have two parameters: one of type Component Variable, and another of type Integer.
Then, with a Variable: Check Action, set the Source to Component, and override the Variable field with your Component Variable parameter.
As the variable's typ…
I appreciate it can seem a bit complex at first, particularly if you're not familiar with programming techniques.
Essentially, the advantage is that parameters let you "recycle" ActionLists, so that you can use the same Actions for whatev…
If you're just looking to spawn a prefab and parent it to a child of your Player, you may be able to get by with a pair of Object: Add or remove and Object: Set parent Actions.
Things will be more a little more involved if you need to specifically …
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It looks like you're using the default "AC" Interaction menu, but a custom "Unity UI" Inventory menu - is this correct?
This may be due to the use of different rendering (source) settings for your Menus, which both use s…
Relying on the relative screen position between the Hotspot and the character's head alone isn't enough.
If the Player were to look at the drawer on the right in your screenshot, you'd want them to face up-right, not down-right - which is where the…