Hi Chris,
I've noticed a few more issues after updating to v1.86.4:
I also checked the Settings Manager, and the Hotspot Detection Method remains set to Mouse Over.
Before saving and loading, hotspots work as expected, so I'm not sure why this ActionList is causing the issue.
Also, could you explain the difference between Player: Teleport Inactive and Character: Move to Point with Teleport to destination and a 0-second time limit? I'm seeing different results between the two actions.
Unity version: 6000.3.19f1
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I can't reproduce such behaviour. What version were you upgrading from, and does this occur if your ActionList is only a single instance of this Action?
Check the Console for related warnings, and share screenshots of the Action's settings.
The main difference is that a character teleporting as a result of the time-limit expiring will account for their position change to affect their rotation. That is, if they're teleporting from the right, they'll end facing left. Teleport inactive is just a pure position change.
Thanks for the report. Is there a correlation between monitors for which this occurs? This was removed due to a conflict with URP, but it only involves rendering a second camera. Are your Menus using Unity UI or AC for rendering?
Player: Teleport Inactive:
Yes, I tested it using a single instance of this Action.
Action settings: https://imgur.com/a/6kM9afg
There are no warnings or errors.
I can't find the previous version of AC, but it was from around 6 months ago.
CreateBorderCamera:
It happens on both a 2K monitor and a Full HD monitor.
The menus are using Unity UI.
I suspect there'll be a setting or detail somewhere that I'm missing, as I'm not experiencing the teleporting issue on my end.
If you can create a test scene that's set up to demonstrate the issue, PM me your project zip with instructions and I'll take a look.
Okay, I found what was causing the problem. The player I used the teleport action on had a Constant ID value of 0. I enabled "Retain in Prefab", which assigned it a proper ID, and that fixed the issue.
So this isn't a bug in the current version. 🙂