I won't be modifying the wording of the Hotspot Inspector, but effectively that's what'll happen, yes: if "Always Run" is set in the Player: Constrain Action, then single-clicking Hotspots will cause the player to run there.
Well, it's difficult to say without knowing what it is exactly you've already done. If you've followed the tutorial, do you have a custom Action script? Are any error messages pointing in the Console, and have you linked to the folder with it in y…
You can insert a variable's value into a text label using its token, which can be found when viewing that variable's properties in the Variables Manager.
For example, the Variable with an ID number of 2 can be inserted with:
[var:2]
For more on t…
The Menu: Change state Action can be used to show / hide / lock / unlock Menus, but the Menu is still bound by the rules of it's Appear type setting. If it's set to When Speech Plays, for example, it's not going to stay on if you try to turn it on …
Though you haven't explicitly said so, I'm guessing that you want to have this work for more than one Hotspot, right?
Start with just one Hotspot. In the Menu, create a Label element for the description etc, and then set it's Appear type to Manual…
The settings field shouldn't matter if the position type was changed from its default value of "Appear At Cursor Then Freeze".
Try it with the Demo_MenuManager asset file loaded at the top of your Menu Manager. Select your Interaction me…
I'm afraid I find the whole thing a bit confusing - how is the scroll made visible to the camera? Is it not before?
It's probably easier to make a separate inventory item for when the scroll is changed, and then use the "Inventory: Replace&qu…
Currently the "Always Run" refers to the behaviour when moving freely around the scene - not towards Markers as a result of clicking Hotspots.
However, since setting it to "Always Walk" prevents double-clicking to run on Hotspot…
Is there more to that error message? Please open up the Console window and select it, so that the message can be shown in full.
Also, what are your exact AC and Unity versions, your platform, and Build Target?
IIRC I was actually referring to Input menu elements, which did have a restriction on special characters. Are you having trouble with that, or with having a correctly-filled input element not setting the save game name correctly?
If your character runs OK in the demo scene, then it could be down to either your own scene, or your game's Managers. We need to do a bit more "process by elimintation" here.
Try loading up your own game's Managers, and load up the 2D De…
Welcome to the community, @TheSpaceMaster.
Indeed, your second post is the answer I'd be suggesting. Hover labels are intended for Hotspots only, while Triggers are intended to be "invisible" to the player.
Your first steps are actually…
The Menu being forced off, as opposed to fading out normally, when clicking a Hotspot is due to PlayerInteraction's line 2035 (in the most recent release):
_menu.ForceOff ();
To get a regular fade, call:
_menu.TurnOff ();
This is the change I be…
Looking at the way the white leg completes a cycle, it looks to me more like it's more of a movement glitch. Is he coming into contact with any colliders?
There's a "Sprites Unity Complex" variant of the 2D Demo's player character, Brain…
You can command the FP camera to tilt up/down (i.e. have the player look up/down) using the Character: Face object Action. When set to control a First Person player, you'll have an additional option to turn with the head.
To have a different pitch…
Unity UI menu repositioning works by controlling the supplied RectTransform boundary property in your Menu Manager, which should be a child of the Canvas that spans the area of the UI.
The provided default Interaction Menu should work this way when…
You could do it through a custom script / Action, but it won't be recognised by save games or translations: right-click on the icon's "label" field in the Cursor Manager to get an API reference to it.
However, the recommended way to chang…
You can have different speech types display in different Menus, and then give each Menu different fonts.
What kind of speech a Menu displays can be set by the For speakers of type / For speech of type fields, once the Appear type is set to When Spe…
If the debug window is showing that gameplay is blocked, it should also be showing the ActionList(s) that are causing this.
If you disabled the Cutscene in Slate, then that's probably the cause. If that same Cutscene is the one causing Slate to ru…