No problem, solved.
Just the offset of a texture (done via animation) is what I was trying to save - but I've realised I can just use separate meshes (using the same material) that are hidden / shown as desired. I'm cycling through different screens…
Oh wait - I actually can't use a separate camera for entering Aim Mode™ because the character relies on Final IK's Aim IK component - this makes them aim at a target. In my case, this target is a child of the camera.
That's certainly an option, it's just that I already have two cameras, one for "Aim Mode" which always stays behind the player, and one for normal character movement, which the player can freely rotate.
If I were to have an extra one for …
Here it is in action (sorry for how dark it is):
https://www.youtube.com/watch?v=0IvCpwhRk-Q&feature=youtu.be
Here are the camera settings:
https://imgur.com/a/ArhdUxs
For me, the visibility toggle has to be used every time a new hotspot is created. The ones already present remain visible, but the default setting of the newly added hotspot always has visibility off.
No real difference I'm afraid - just the same errors again.
AC is 1.70.4
This is a scene that has not been opened for a long time & I used to have a custom action for a third party asset that is no longer in the project - this action list used…
It's okay, I got it working just by using animations in the end.
The Unity thing could just be a limitation of how it works rather than a bug, but here is what was happening to me:
Say you have an object that is animated, parented to a character's…
Actually, I think I can just avoid this by disabling/enabling the dummy objects' Mesh Renderers as animations.
Only problem is, I am going to have to put an animator on each one, as there is a bug in Unity that prevents you from adding them to the …
Oh, I know what you mean. I just meant that, as far as the logic being in place to create a general adventure game, it's achieved what it set out to do. You can always add more stuff to it, sure.
Just to add I would not be opposed to paying for a future upgrade, like Adventure Creator 2.0 or whatever. I think it's feature complete as it is, but sometimes I actually feel guilty that we get new features, often huge, and I haven't payed a dime …
Ah, solved it - I don't think it was caused by the other canvas after all. When entering "Aim mode" to aim weapons (as mentioned earlier), it switches to first person movement method - this is what unlocks the cursor I think.
Just adding …
The invisible icons has been fixed by unticking the Hide cursor when locked in screen centre? This combined with _Display Cursor: Never _allows the icon to only display when the inventory item is selected.
And so the icon moving around I think is …
Ah, no longer a problem. After I posted this last reply, I found that by just a closer matching of the threshold values for transitions between blend trees makes it work a lot more reliably - no additional script required (the Slope Speed Control sc…