Sorry, I wasn't quite clear enough before, the dialogue running in the background needs right clicking away before your payer can move, something which didn't happen before the update.
I tried disabling the cutscenes and the problem still persists.
There are two other cutscenes that run in the background.
Lightbulb Fizz is a loop
As is Carlton Drink Loop
They are both set to Run In Background
See new screenshots in folder:
https://www.dropbox.com/sh/p0j9f850qbxsvb5/AAATXwDp2wVLiQbCyebIOoP7a?dl…
Tried that but it didn't work. I have uploaded a video and some screenshots here:
https://www.dropbox.com/sh/4al1d3ogu285u4s/AAAkJ3M3SYl0PN4jaKj5Zc53a?dl=0
So....It doesn't seem to be working for me, and instead, the NPC just stands in the Idle_U animation state, ignoring my character:animate set standard to TalkAngry_R command. When I remove the action list character:animate set standard, the NPC reve…
The problem I am facing is, if I have my original normal Talk_R animation in the animator, how do I switch that Talk_R to a Talk_RAngry for the first two lines of dialogue when my NPC is speaking, and then switch back to Talk_R for the rest of the d…
Thanks Chris
Would I therefore have another script to make the cursor rotate like the one below?
public class RotateCursor : MonoBehaviour {
private Texture2D normalTexture;
private void Start ()
{
normalTexture …
Thanks, ands sorry for the confusion but in the WorldSpaceCursorExample.cs where you say "add it to a mesh object you wish to act as the cursor" - where do I find the Mesh Object, to add to my Hiereachy is this just a Game Object with a …