ok, so attach the script to the cutscene that i want to pause, and the same action list assigned to it, or attach to cutscene that would pause the action list (and assign that action list) - the cutscene i want to pause is DialogueLoop
Yes they are identical in size and frames
https://www.dropbox.com/sh/vwcll1sczn8x0ep/AAAFHdXntqVhRUIwf5qMvaXBa?dl=0
I am calling the texture from my project and not scene
using UnityEngine;
public class CursorUtils : MonoBehaviour
{
public Texture2D newTexture;
public int textureIndex;
public void SetMainCursor( Texture2D texture ){ AC.KickStarter.cursorManager.pointerIcon.ReplaceTexture (newTexture);}pu…
otherwise i was trying to write this, but had errors;
Assets/Sleepytime Village/Scripts/CursorUtils.cs(18,70): error CS1061: 'Texture' does not contain a definition for 'ReplaceTexture' and no accessible extension method 'ReplaceTexture' accepting …
i think it might be easier to replace entire cursor manager on scene start - so i could have two cursor managers and choose which one on start of scene, is that possible?
so i get this error
Assets/Sleepytime Village/Scripts/ChangeCursor.cs(9,13): error CS0116: A namespace cannot directly contain members such as fields or methods
using
using System.Collections;
using UnityEngine.UI;
using UnityEngine;
using UnityE…
And will this go in order each time? Ie, first interaction, Option 0, second Option 1 etc? And if I wanted to have it just repeat final option with each interaction after running through the others, how would I implement that? Thanks!