Oh well, never mind I made it with a script setting the AC _Music mixed output for the music at scene start and allowing me to send it to a "suppressed" or "unsuppressed" mixer. Works great!
https://echoesofsomewhere.com/2024/01/04/accessibility-options/
here is a breakdown into how the solution works with scene based asset lists for hotspots.
naturally I can already get to the object in my C# code but I do not know how to make it accessible for this line:
_invActionList = invInstance.InvItem.GetProperty(2).UnityObjectValue;
runtimeActionList = AdvGame.RunActionListAsset(_invActionList, …
in lateupdate, as I set the icons, I also previously set the aim speed of the hotspot main use graphic to the desired speed. And on end hover I set it to 0
Sorry about these monologue threads, Here is my solution:
hotspot.GetMainIcon().animSpeed = 10.0f; icon.sprite = hotspot.GetMainIcon().GetAnimatedSprite(true);
That last one must have to do with retina resolution and Unity, as turning off retina support keeps the icons the same size regardless of the mode being full screen or windowed. But all of this seems like a bandaid on the actual problem, as the imag…
Everything completely broke down after I trued different resolutions with the build game. When the physical size was on, the baseline hotspot was absolutely massive and the other hotspots were located in wrong places around the game screen.
Setting the UI to physical size made the hotspots look massive in Unity editor and play mode, but in build (on the Mac) the hotspots controlled by the code were scaled the same as the baseline image without code controlling it's position. I also com…