Sorry for the explanation, I'll try to clarify it.
By misplaced I mean that some of the texts (for example dialogue options) are shown as the name of an inventory item or an object in the scene. For example, the dialogues, instead of showing someth…
Hi. We create a new build and everithing is working ok in old savings but the dialogues. We added a lot of new dialogues because we implemented a hint system, and all the dialogues appear misplaced. Can that (the hole new dialogues) be the problem? …
So finally I have it working.
In PlayerCursor.cs I had:
else if (KickStarter.stateHandler.IsInGameplay () && KickStarter.settingsManager.interactionMethod == AC_InteractionMethod.ChooseInteractionThenHotspot && KickStarter.cursorMa…
I've been doing a quick research and I've found that, on the SettingsManager class I had:
else if (interactionMethod == AC_InteractionMethod.ChooseInteractionThenHotspot){ result = SmartAddInput (result, "CycleCursors (Button)"); ..…