Thanks (yes I have disabled the old scripts, removed the "?", etc).
Well your script is activated and probably "working", because sometimes the arrow hide and show, but it doesn't work as expected.
With this script, the arrow won't hide immediately when you reach the border of the panorama: it will only hide if you start moving with the cursor to the opposite side (a few pixels back).
Also, there's a problem in the script with the moment when to show the already hidden arrows. I have tried to make my own changes (see below), but with my script, nothing works anymore.
scnSize = nil -- empty variable that we will be storing the scene size into...
local scn = nil
-- * call this function once at the beginning of each interactive scene * --
function getSceneSize()
scnSize = game.CurrentScene.SceneSprite:getSize()
end
function navArrows()
if not game.CurrentScene:getBool(VSceneIsMenu) and scnSize ~= nil then
-- * hide the left arrow (before reaching 0, or the arrow will not hide) * --
if game.ScrollPosition.x < 5
then
Conditions["Show_Left_Arrow"].ConditionValue = false
end
-- * show the previously hidden left arrow (when reaching the right border of the screen (not picture)) * --
-- * it has to be a limited area or it will also activate the right arrow scripts below * --
if game.ScrollPosition.x > game.WindowResolution.x and < (game.WindowResolution.x +5)
then
Conditions["Show_Left_Arrow"].ConditionValue = true
end
-- * hide the right arrow (before reaching the right border of the panorama image, or the arrow will not hide) * --
if game.ScrollPosition.x > (scnSize.x - 5)
then
Conditions["Show_Right_Arrow"].ConditionValue = false
end
-- * show the previously hidden right arrow (when reaching the left border of the screen (not picture)) * --
-- * it has to be a limited area or it will also activate the left arrow scripts above * --
if game.ScrollPosition.x ((scnSize.x - game.WindowResolution.x) - 5)
then
Conditions["Show_Right_Arrow"].ConditionValue = true
end
end
-- + --
if scn ~= game.CurrentScene:getName() and not game.CurrentScene:isEmpty() then
scn = game.CurrentScene:getName(); startAction("Actions[get_scene_size]")
end
end
registerEventHandler("mainLoop", "navArrows") -- create the loop
I don't currently have any scenes greater than the default game resolution for testing
In fact you do have one: the ved file that I shared last week for the preview of my game

(remember? when we were trying to work on dynamic music scripts)