Thank you so much for your quick reply again! I’ll definitely dig into it.
I have a couple of follow up questions:
* In my setup, I have slightly different sequences of ActionLists for each character. Can I have multiple Speech: Start and Speech: …
Thank you for this life changing product!
By the way, I think I found a pattern with this issue:
I have a Hotspot Interaction that uses the ActionList: Run action. When I open the ActionList that's assigned to ActionList: Run, and then go back to …
Sorry about that—yes, I meant Action nodes. I haven’t been able to figure out a consistent way to reproduce the issue yet, but I’ll do my best to capture it and send over the file if I can. Thank you.
Thank you so much for the info! That’s exactly the flow I needed.
I also had no idea I could use Object: Send Message with Hotspots—that’s going to be super useful in so many situations. Thanks again!
Thanks for your reply! Here’s my Player prefab’s root:
https://imgur.com/a/gVtG9oL
I also wanted to mention that after I added the Remember Hotspot component, it started working. Before that, even the regular Use interaction didn’t work — the cursor…
Thank you so much for your help! It works perfectly now. I was able to set it up easily using the Events Editor. Really appreciate your help, as always!
Thanks so much for the quick response, you totally saved me! I also really appreciate you pointing out the part about separating layers. It works perfectly now.
Would someone mind explaining this a bit more? I have a UI Canvas structure like this,
Canvas
↳Panel
--↳ Image A
-----↳ Children
--↳ Image B
-----↳ Children
and I’m trying to control the visibility of Image A and Image B (including all their chil…
Thanks so much for your help! But for some reason, it’s not working. The visual effect doesn’t play when I open the Inventory menu. (It only plays if I open the menu first and then add a new item.) Any idea what might be wrong? Here's my setup: http…
Thank you so much for your help!
The Hotspot: Interact event works perfectly with the Inventory: Check selected ActionList!
And thank you again for the code. It not only solved my problem, but I learned so much from it too. I can already see how I m…
Thank you so much for your response! I tried your suggestions, but unfortunately, I didn’t notice much of a difference. The screen still glitches, even when I replace my Player prefab with an animation engine set to Sprites Unity or Sprites Unity Co…
My character is visible and created using Spine 2D. (The screen recording only captures part of the full game screen.) Here’s my Player prefab when I hit the Play button: https://imgur.com/a/R4SUh28
The jittering/glitching is less noticeable when t…
Thanks for looking into this! I left the scene open for 8 minutes without having the ActionList Editor or Inspector open, and there was no lag. It’s a bit of a puzzling result, but since it’s working now, I think we’re good. Thanks so much for your …
Thank you again for your reply!
(Quote)
Yes, I do have a Custom Action to control my Spine character's eye blink.
I opened the scene and worked on the ActionList, and it took about 8 minutes before it started getting laggy. I then deleted everythi…
Thank you so much for your help!
I’m not very familiar with the Profiler, so I apologize if this screenshot doesn’t include the relevant information: https://imgur.com/a/hYNdhYZ
Just to give you an update, I noticed that there are 2D GameObjects us…
Thank you so much for your prompt response again! It's such a relief to know that the Custom option will still be available and Spine2D integration is supported. I really appreciate it! Starting with the given option, like the 2D Sprites Unity chara…