@themightyzq: What's the difference between Hotspots that work vs those that don't? Is there a pattern or steps that you can provide to reproduce this?
In this new release in scene prefabs (Hotposts) I notised that there is no funkction "Position over selected mesh"? Did I miss something? It was realy good feature but now it's gone
@ChrisIceBox - I can't see anything different about the hotspot/highlight. I have a few hotspots operating correctly right next to the one in question, so it's a little confounding. I've tried adding new hotspots to different locations and they are working fine. I've tried different shaders. I've tried different interaction types. I've tried moving the hotspots around in different locations, tried a different hierarchy (it was originally a child of a different object), and nothing is making this one work. Super weird.
@themightyzq: Indeed - it's especially confusing because the Hotspot's Highlight component should have no bearing on how interactions behave. I'm assuming you've set up your Hotspots to be detected according to Player Vicinity. Does it behave better when set to Mouse Over?
@ChrisIceBox - So, setting to Mouse Over didn't help...but, I think I got it working...and it's a little strange. I changed "Hotspot Icon Type" to "Texture" as opposed to "Use Icon" and it seems to have started working as intended for all hotspots again.
My use icon is an animated frame texture, so maybe that was part of it? Strange that it would work for some hotspots and not others, though. Anyway, I think I'm at least up and running again!
@themightyzq: A message in the Console appeared regarding the use texture not being readable, and the Interaction menu wouldn't show. Changing the texture's Texture Type to Advanced and checking Read/Write Enabled solved the issue for me.
Thank you for implementation of "Added: Button, Cycle, Interaction and Toggle menu elements can be triggered by pressing an alternative input button". I would be glad, if you would tell me, how to use it. Thanks in advance for your help.
I would like to trigger interactions (use, look at, talk to) by pressing gamepad's buttons.
@motoman: You have to create buttons in Unity's Input manager that map to the gamepad's buttons (name them e.g. InteractionUse, InteractionTalk etc). Then enter the names of these buttons into the Alternative input button fields in each Interaction element's properties box in the Menu Manager.
Just dropping in to say that the Alternative Input option for menu elements is a wonderful addition. I previously wrote my own script to do that, but to be able to define it right from the Menu Manager and use any of the Input buttons is great. I love it when I can ditch a custom script for a built-in function.
Comments
Version 1.51c
Thank you for implementation of "Added: Button, Cycle, Interaction and Toggle menu elements can be triggered by pressing an alternative input button".
I would be glad, if you would tell me, how to use it. Thanks in advance for your help.
I would like to trigger interactions (use, look at, talk to) by pressing gamepad's buttons.
Regards