So, i tried this script, but not all cursors are off, look, use etc are still visible
>! using UnityEngine;using AC;public class CursorManagerController : MonoBehaviour{ void Start() { // Get reference to the Cursor Manager C…
You can see the hierarchy in play mode here:
https://www.dropbox.com/scl/fi/l0fnppse58k6bswkmemt6/OddHole.png?rlkey=tvnf7282wlx5yt79wfy25usy6&dl=0
it is defo on the main Nav mesh and not the hole itself, And does not appear in edit mode, only …
You can see here that there is nothing there in my nav mesh hole
https://www.dropbox.com/scl/fi/794mtyfvszeicrmy9pru7/NavMesh.png?rlkey=u7j29e7g6im257kzizp1tm8j1&dl=0
This is the Inspector of the menu.
https://www.dropbox.com/scl/fi/mmf28iqvdzhhrytft37kt/InGameMenu.png?rlkey=g9tgpsz6huqr67r3zxv5rkxdx&dl=0
The action on and off are just setting that the ingame menu variable is set to on and off
Ok, I can't seem to do it within my OnStart though, Ideally every scene would save on start, If I include the Save: Save or load Action in my OnStart it never works due to the Save: Save or load Action rules.
Sure, so when I use an object in scene from my inventory, it stays open but instead I would like it to force close on interaction. So, if I use an object and a cutscene runs, I would like the inventory to close. I could do this by running the close …
I am not seeing the object animate now. Am getting this error, could this be the reason?
NullReferenceException: Object reference not set to an instance of an objectAnimateCursor.AnimateCombine () (at Assets/Sleepytime Village/Scripts/AnimateCursor…
if I used your addition above, what would I add it in Menu Name in the Inspector script field?
To elaborate further, I have three menus, each with an inventory UI canvasm with names 'InventoryFullscreen', InventoryScrollBottom' and 'InventoryScroll…