I have a question about the best practice for changing the Unity UI cursor over certain hotspots. I want the cursor to change into a specific "exit" animation over the hotspot that marks the exit from the scene only.
I figured the best wa…
Ah, I just noticed that when I drag the sprites into the animation, a sprite renderer gets created in the parent object. You wrote that it conflicts with the Image component in the child and should be deleted. But then the animation calls error spri…
Thank you, Chris, I have all of this set up, and I am familiar with basic Animation workflow - I would not be asking you for that. The problem is that despite doing what you just described I am still getting the white square. Is the problem maybe ca…
Yes, that is exactly what I want to do and what I'm struggling with. The whole cursor should be controlled by the Animator, but I cannot figure out how to connect it.
I'm sorry for being so dumb, but how do I amend the Animator to do that? There are only options to select the Controller and Avatar.
I kept the Animator in the root and deleted the sprite renderer from it.
In the Cursor child, I added an Image com…
When I disable the Cursor child, the white box disappears, but no cursor shows up anyway. But the live view of the Animator is still running properly.
Here is the inspector of the Parent of the cursor prefab; maybe I made some mistakes there?
(Ima…
I also have a 2D game, so Im trying to make the highlights work. I didn't find Sprites Diffuse material, but I found Default Diffuse. Is that the same thing? The problem is that when I select this, the object turns purple. I also created my own mate…
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Yes, it transitions properly, and the animations are shown to play in the Animator.
I cleared the Cursor Rawimage, and it finally shows a white square of the Cursor child rawimage, but none of the cursors I set up.
The Animator component i…
I have been trying to change to the Unity UI cursor using Animator, but I cannot make it work. Is there a tutorial somewhere? I read the manual, but I struggle to make it work.
Do I set anything in the Cursor Manager besides the Unity UI rendering …
So it was what you suggested, thank you! It was a stupid mistake caused by inattention. At each of the problematic clip, the rig position was not at 0,0,0 and the the animation thus played outside of the picture.
Sorry, I didn't phrase it properly. I have a very crooked path that the NPC (a beetle) is supposed to follow on a wall. With the current setting of 8 directions, the rotation of the rig is limited by these directions. But I would like the beetle to …
In the Manual v1.82.0. It's good to know why I couldn't find it :-D
Is there a way to make the NPC turn smoother? The only thing that comes to mind is making even more directions than 8. But is that even possible when 8 is the maximum to set in fac…
Thank you. I didn't use Direction in the end because I could not, for the love of god, find the "Diagonal sprites?" setting anywhere. So, instead, I went with Angle. I created a new layer in Animator that switched between animations that t…
So, I took a scene that worked and a scene that did not work to compare them. I stripped them of everything and left only a background image (identical for both scenes), sorting map, navmesh, and playerstart.
I compared the Scene Manager in both sc…
I have a similar issue. I have an NPC beetle running over a wall, following a path with many turns. I have a single Sprites Unity Complex animation of the beetle. I would like him to be always head first in the current direction. Is it possible to r…
There is one more thing. When playing on mobiles, the camera does not center on the player when interacting with a hotspot. However, it works properly when using the mouse on the desktop version.