Thanks for the super detailed response Chris. A lot to take in from your side too so I'll have to take some time to process/try this.
For now I gave step 1) a shot which reminded me why I gave up on "Choose Hotspot Then Interaction" in the…
And of course the instant I post a comment, I figure out what's wrong :)
The managers revert to the Demo managers after an upgrade, so I just needed to assign the custom managers again.
D'oh!
I just upgraded to 1.40b but I am having some issues.
Specifically my character seems to have disappeared and also none of my hotspots are working
Reading the forums this doesn't seem to be widespread so I am sure I am doing something wrong.
I am th…
Ok... this is very strange! I had a check in my minigame's update to see when the minigame might be completed and this was spamming the log when this happened. Since I didn't need to be doing that in the update, I moved it to a more appropriate plac…
And after checking the StateHandler on the PersistentEngine, it seems that Cutscene.Interact() does indeed set the gameState to Cutscene...
Starting to run out of possible culprits now... :/
Hmm...definitely something to do with the way I am triggering the cutscene as I tried setting it as an "On Start" cutscene and it works just fine that way...
Right the approach I describe in that last paragraph there seems to *almost* work...
Took me a while that I need to call Interact() on a cutscene object to trigger it, but now that I figured out the cutscene seems to trigger, as I have a switch came…
Ah I see!
Upgrade workaround sounds easy enough, so that's cool. Is 1.40 already out btw?
Nevermind, while I was typing that I thought why don't I check myself instead of asking here :)
Turns out it's out (that was quick!) and I've already updated…
Sure thing that's even better. I'd be surprised though if that wasn't statistically the most commonly used action? I guess maybe in games like Machinarium where there's no dialogue/player dialogue. But I'd be surprised if those skewed the stats that…
In terms of autoconnection features, the one that I do like is the fact that if you release when you're dragging out an output connection it will automatically create a node for you.
Even then though the node will rarely be the one you want (but I'l…
Sorry, re-reading this I realise I am not being very explicit.
So, I am referring to the fact that when you create a new node (or when you copy paste a new node), the system appears to make some assumption about how it should link this node to the r…