ok, so I have put my onstart cutscene into onload and the menus work correctly, however I cannot leave the scene via the hotspot interaction, nothing happens except over clicking and my player default comes running into the scene. This is the action…
Thanks, should the transitions come from the entry or Any State, and should I have an idle state for Entry?
see screenshot
https://www.dropbox.com/scl/fi/ezo1ul50p03d5eso46uit/Rotations.png?rlkey=ozs4jtuq4gjanognmaqee6m38&st=q8hdnyfy&dl=0
Hi Chris, I am using Player:Switch to enter and exit the map, I have updated the Player:Teleport inactive Action to change to VillageSquare scene, but nothing happens - see new video with commentary here:
https://www.dropbox.com/scl/fi/uhmec69tvk5n…
I cannot put a scene npc prefab into the speech timeline. And for when that same npc talks through other interactions it only seems to work via in scene prefab.
As a reminder here is the script
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action { pub…
Ok, so UI mouse over button works best, but how do I have an action list play when the mouse is not over the button? S mouse over button, arrow appears suggesting there is more to explore, once mouse leaves the button area, the button is not visible?
Hi,
So as you can see from the video, the inventory object can be used on Rufus and thus overrides the Workbench hotspot. See screenshots also as requested.
https://www.dropbox.com/scl/fo/5xs62x30hzd3s9w00udx6/ADR02cIbC1chYY9K2N2cvzs?rlkey=75prki5…
the ID's do not appear in the Speech manager. The actionlist is referenced via this script and dropping the actionlist into the gameobject:
using UnityEngine;using AC;public class RespondToWaitAsset : MonoBehaviour{ public float waitTime = 10f; …