You'd certainly want to cache your hotspots rather than gather them every frame.
Actually, the StateHandler already does this - you can rely on this instead of your own variable:
int numHotspots = KickStarter.stateHandler.Hotspots.Count;for (int i…
Visual issues aside, I can't reproduce an issue with the Action's runtime behaviour.
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This is the -> 'From' variable: selector?
How/when are you setting the Component parameter's value?
Both are caused by the same issue. To resolve, open up ActionVarCopy.cs and replace line 253:
newVariableID = ShowVarGUI (oldVariables.vars, null, ParameterType.ComponentVariable, newVariableID, newParameterID, false);
with:
newVariableID = Show…
This would require some custom scripting to override the cursor's position - see the Manual's "Remapping inputs" chapter. The code would be different for mobile vs desktop platforms, but here's a sample for the mobile platform:
using Uni…
You can assign specific Hotspots with a special tag e.g. "FlashMe". Your script can then check for this tag, i.e.:
if (hotspot.tag == "FlashMe") hotspot.SetIconVisibility(false, speed);
Be aware that you can also have Hotsp…
It is the default functionality - though I understand the argument for an alternative.
You should be able to override it, however, by locking the Menu whenever you aren't hovering over a Hotspot, and when the Hotspot label isn't set by a Menu:
usi…
I suspect that the "Empty Slot Texture" field not showing is a bug - it's used even if the property itself is not exposed.
Try setting the Source to AC, assigning the texture in the now-exposed field, and then setting the Source back to U…
A Menu is always bound by its Appear type property - the Menu: Change state Action can lock/unlock it, but can't turn it on manually.
There's a couple of ways around this:
* Create an identical Menu with an Appear type set to Manual, and use this …
Character names should be separated by colons, not commas.
It's also easier to do this with script, rather than relying on an ActionList asset that gets called every animation loop:
using UnityEngine;using AC;public class StopBackgroundSpeech : Mo…
Without real-world camera values, getting a correct look is often a case of trial-and-error.
IIRC, though, there are a few third-party tools that can guess 3D spaces from photographs. There's also one on the Asset Store: https://assetstore.unity.c…
If the Menu is rendered with AC, then this property only affects the font colour.
If it's instead rendered with Unity UI, then the colour is used to update the Button's "Color Block". This means that the effect it has is determined by th…
The CycleCursors input is indeed used to scroll through the various cursor modes. To use it, you need to create a new Input with this name in Unity's Input Manager.
To react to mouse scrollwheel, you need to map this input to the 3rd Mouse Axis.
…
If a UI InventoryBox element has a Text component attached as a child, then the count should be displayed automatically.
How it's displayed exactly is based on the element's Display type property. If set to Icon Only, then the Text component will …
AC and PlayMaker Actions aren't interchangeable, despite the similar naming convention. But if you want to write a PM Action that performs something similar to what an AC Action does, you may be able to - since, again, AC Actions are generally just…