To prevent the menu skipping over multiple elements at once (e.g. from Quit to Resume instantly in the default Pause menu), AC waits until the input's intensity has dipped below a certain threshold before it can be used again, i.e.:
Selected: Quit b…
You have no textures assigned in your Cursor Manager.
I can't recreate the issue with or without textures, however. You will need to create a duplicate, cut-down project that shows off the issue in a single scene for me to experience for myself.
I need full details for the Input settings - sensitivity, gravity values etc. It may be that tweaking those values are all that's needed.
When you say "unresponding" and "different direction", is it mainly with one axis over an…
* With what AC/Unity versions?
* What controller exactly?
* Does this occur with the default Pause menu?
* What are your Unity Input settings for the D-Pad buttons?
Also:1) What are the contents of the ActionList that run when it turns on? Best to temporarily remove it while the problem is solved2) In what way does the Animator control the UI? Again, best to remove it for the moment.
Sorry, you'll need to elaborate with more detail if you want me to consider a new feature.
Are you asking for a button to start recording audio directly within the Speech Manager? I don't think that's something Unity is capable of.
I would argue that relying on parameters is more in-line with the Unity "best practice" way of working, but if you really want to stick to Sprites Unity mode and just change the name of the "Idle" animation randomly - you can do …
For anything more involved than basic 2D character animation found in e.g. the 2D Demo, you first of all want to switch your character's animation engine to "Sprites Unity Complex".
Unlike "Sprites Unity", whereby animations are …
A full rundown of what settings a character comprises of can be found in the Manual's "Creating characters" chapter. A Player must be tagged as Player, and have a Player component on its root. For first-person, they must also have Camera…
So this only occurs when checking Randomise position??
What is the state of the game at this time, as shown in the AC Status box available at the bottom of the Settings Manager? Has the game frozen completely, i.e. Menus etc stop working?
Let's se…
The load UI doesn't need to be as complex, since you've no need for an Input box when clicking a slot.
Duplicate the prefab, remove the Input box, and change the SavesList's List type to Load. You'll have to also make a new ActionList that runs whe…
What's the state of the Unity UI Image component at that time? Is the transparent sprite assigned? If you update it in the Inspector, does any new sprite show?
Having it work for "any" tag runs the risk of mistaking prose for something to be converted, i.e. "<laughs> OK, then!"
Like I said, I'll implement the ones you asked for above - but it's more complex than it first appears. …
Recreated, thanks for posting. I'll issue a fix in the next update, but you can get around it with a null check, i.e.:
Button useButton = KickStarter.playerInteraction.GetActiveHotspot ().GetFirstUseButton ();
if (useButton != null) selectedCursor …