Disabling the collider is the better option, but the intended way to disable a Hotspot is to place it on the Ignore Raycast layer. This can be done by running the "Turn Off" command on it, using the Object: Send message Action.
Actually, unless I'm doing something wrong here, I've found that collision box and hotspot do not act the same ...
I have a 'present' gameObject with a 'fishbone' object inside. When the player clicks the present, it opens, its hotspot is disabled, and the hotspot of the fishbone is enabled (through animations and actionlists).
When I disable the hotspot for the present, I can't click the fishbone. But when I disable the present collision box, I can.
Comments
Disabling the collider is the better option, but the intended way to disable a Hotspot is to place it on the Ignore Raycast layer. This can be done by running the "Turn Off" command on it, using the Object: Send message Action.
Interesting.
So, if I need to disable a hotspot through an animation, I might as well just disable the collider.
If it's temporary, that'll be fine.
Actually, unless I'm doing something wrong here, I've found that collision box and hotspot do not act the same ...
I have a 'present' gameObject with a 'fishbone' object inside. When the player clicks the present, it opens, its hotspot is disabled, and the hotspot of the fishbone is enabled (through animations and actionlists).
When I disable the hotspot for the present, I can't click the fishbone. But when I disable the present collision box, I can.
https://ibb.co/Qr34LmH
Disable the Collider in this case. Even if the Hotspot is disabled, its Collider will still "block" clicks intended for the inner object.