I would create the character as a separate object with various states. I would have that object's default state as hidden. Then use a trigger to change the state of the character when the mouse is hovered over a button. I have built a sample for you. See attached.
This is a great example of when not to use a button's hover states to hold additional content.
Blake's demo is a good solution. The only thing I'd add to what he shared is that you need to move your character object (with multiple states) to the top layer in the timeline.
The reason the hover states are breaking in some of your buttons is that the buttons are placed on layers in the timeline. The button hover states on the top layers are covering the button normal states below them. By placing the character object on the topmost layer, you'll prevent the character from displaying below the buttons.
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I would create the character as a separate object with various states. I would have that object's default state as hidden. Then use a trigger to change the state of the character when the mouse is hovered over a button. I have built a sample for you. See attached.
Hi Jeanette -
This is a great example of when not to use a button's hover states to hold additional content.
Blake's demo is a good solution. The only thing I'd add to what he shared is that you need to move your character object (with multiple states) to the top layer in the timeline.
The reason the hover states are breaking in some of your buttons is that the buttons are placed on layers in the timeline. The button hover states on the top layers are covering the button normal states below them. By placing the character object on the topmost layer, you'll prevent the character from displaying below the buttons.
Leave it to me to provide a good example of what not to do Thanks for the advice.
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