1) The default Hotspot menu has a Position type field of Follow Cursor. If you instead set it to On Hotspot, then it will be positioned over the Hotspot it is enabled for. By default this will be in the centre of the Hotspot's collider, but you ca…
Welcome to the community, @MANOLOCHAN.
You haven't said how large these videos are, so I'm not sure what difference switching video player will have.
However, since you're playing both videos on the same player, it's possible that this is causing …
That's correct. An object being moved with Object: Transform will not account for any other object in its way - it'll just beeline to where its been told.
That the cube blocks you during gameplay is due to collision and is to be expected. However…
Welcome to the community, @Hapciupalit.
To lock a menu so that it does not appear under its usual circumstances, use the Menu: Change state Action - and enter enter the name of that menu as listed in the Menu Manager ("InGame" in this cas…
Text tokens will be available for item labels in the next update.
Any item property or field can be modified at runtime, but since there's no end to the changes that could be made (any most users won't do so), this is left to custom scripting.
If …
Please post screenshots of the NPC's full Inspector (both the root and the sprite child) and Animator window. Also, find the log file from the build to see if any issue is being reported:
https://docs.unity3d.com/Manual/LogFiles.html
Welcome to the community, @marky.
Could you please post your full Settings Manager, as well as describe how you want to be able to activate Hotspot interactions. Should this be with a keypress, selecting an icon from a menu, or just a single input…
1) That's the "InGame" menu, and can be deleted (or locked off so that it doesn't show) by editing it in the Menu Manager.
2) The Include Inventory items in Hotspot Interaction menus? option only applies to InventoryBox elements that appe…
The conversion of tokens isn't automatic everywhere - the feature needs to be applied to each case in code, and I hadn't considered one using tokens in that area. I'll look to see if it's possible - if it doesn't impact performance, I agree this wo…
There's more options beside gameplay states, e.g. when speech plays, mouse-over Hotspot - I feel it would quickly get confusing if there was more than one field to control it. Regardless, the next update will include a new appear type setting for t…
Welcome to the community, @Etrain.
Is it necessary for the dialogue responses to run in the background? The problem's brought on by the fact that Conversations aren't expected to be run like that.
I've recreated the issue, and - assuming that the…
That should work. Which versions of AC and Unity?
What is the state of the Hotspot's Inspector when spawned in? Is there any obvious difference in it from an in-scene Hotspot, i.e. Interaction assets are no longer assigned?
Welcome to the community, @jamaicaaroma.
You'll have to change file and folder names manually, but I shouldn't think there'd be a problem - so long as you rename things inside Unity's Project window. Best back up the whole project beforehand, thou…
No problem. If you've written anything custom that you feel others may benefit from and don't mind sharing, please feel free to post on the community wiki!
A Hotspot's Highlight component can be made to trigger events when the effect begins and ends, but if all Hotspots are involved then it's a lot easier to use the OnHotspotSelect and OnHotspotDeselect custom events.
(More on custom events can be fou…
Welcome to the community, @platinio.
Did you upgrade from a previous Unity version? AC introduced fixes to compatibility issues with 2017.2 in v1.59e and v1.59f - so if you're using v1.59 it's not guaranteed to work correctly.
As this kind of iss…
You'll have to be more specific for a more detailed reply, but in general you can animate objects and UI components with the standard Unity Animator component, and then control animation playback with the Object: Animate Action.
You could write a custom Action that does this quite easily. The existing Object: Transform Action is stored in the ActionTransform.cs script file, which you can copy and rename to make your own custom variant of. In this new copy, you can have th…