Troubleshooting this as you suggested I may have found the culprit! I looked for anything that changed the Cursor.visible state rather than just the lines that would set it to "true"
In Pixel Crusher's Dialogue System there is a script na…
Yes, that's what I mean.
When playing in "point and click" mode (with the AC cursor being always visible) the system cursor momentarily shows up over the AC cursor while, when playing in "direct" mode (with AC cursor being alway…
The flickering is momentary and it occurs almost every time I switch between scenes. I can't pin down possible reasons when it doesn't happen, but I'd say it happens at least 80% of the time, both in the Editor and in the builds.
Here's another qui…
About the cursor flickering: I also tried switching back and forth between Scenes that have ActionList chains that run OnStart after setting them up to all run in the background, but the flickering still happens :\
Having successfully updated AC to v1.75.5 with the new "Change cursor when over single-use Interaction Hotspots" tickbox in the Cursor Manager it actually seems to be solving the issue of the appearing icon!
Still I think the reason why t…
Hi Chris!
I recorded the GIF again, only showcasing the icon changing issue, slowed down a bit the frame where the issue appears and "signposted" it. I hope it makes more sense now!
(Image)
Basically that icon with the X should never …
The only reason I manually switched cultures was to troubleshoot the issue in the first place. I don't do it in the public build.
The Turkish person that got in touch with me was not able to even run the game, so I asked for the Player.log. In it I…
It happens in the Editor as well.
Here is a gallery of screenshots and the "steps" I take to let the issue arise. If you need more details please ask away!
https://imgur.com/a/eh38iMy
Thank you, in the meantime!
A correction: I actually realized I need hotspot.OneClick set to true for all of those options, in order to make use of the hotspot.doubleClickingHotspot!
Alas, it is not working.
Also, when switching to Context Sensitive the checkbox in the Cursor Manager is already unticked.
Following your suggestion I also tried placing inside an Update() method on a component attached to the Player the following…
Here are the 2 different Settings (for both Point and Click and Direct movement method) and the Cursor settings (some icons are still missing but it should be enough to get the idea!
https://imgur.com/a/xJHCXN8 (Apologies in advance if some of the …
Thanks for the answer!
I think I have misread that very if, thinking it was an else if to the if (menuSource == MenuSource.UnityUiPrefab) at the top of the method. My apologies!
So "cautious" of preparing all the elements before…
@Temmy : that was it! I don't know why it was unticked, but... That was it! Thank you!
I thought I checked side by side all cameras between a working scene and the non-working one but that tickbox totally slipped.
Thank you both! I'm sorry that, a…
Writing an additional post to make it stand out more.
Indeed the issue is in my implementation!
I realized that the script I wrote to switch between Walk \ Run \ Idle states for "garments" keeps running in the background during Cutscenes…
I've also just realized I could execute AC.KickStarter.sceneSettings.PlayDefaultSound(theAudioClipToPlay, false); from basically anywhere!
This means I can include it in my OnSelect \ OnSubmit implementations.
I apologize: I did actually set the Scene Manager's "Default Sound" field to refer to the Sound object, but I did forget to tick the "Play while game paused" box!
And related to that, looking better inside the code I realized th…
Thank you!
It's exactly what I do (and have always done, honestly - I haven't changed anything in my Scene: Switch Actions)
(Image)
What I have noticed is that the Local Variables values carry over between scenes. For instance, this is what I hav…