[Solved] Using custom keyboard button to play the conversation continue button

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Remon8399
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Joined: Sun Dec 09, 2018 12:59 pm

[Solved] Using custom keyboard button to play the conversation continue button

Post by Remon8399 »

Hello, I am new to this dialogue system, I use this to create VN style conversation, and I found out the all the inputs are using Unity's Input Manager.

I do not want the dialogue system read the input from the Unity's Input Manager (such as continue button is read Unity's Submit button), can I customize the input by myself without crash with the Input Manager? (such as using R button to play continue button without edit the Input Manager)

I got read the documention, and there got mention Rewired can make this, so I get and import the Rewired and its 3rd party support, but I have no idea how to use it. Can you help me please :cry:

Currently I setup like this, please help
Last edited by Remon8399 on Mon Dec 10, 2018 10:01 am, edited 1 time in total.
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Tony Li
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Re: [Need Help] Using custom keyboard button to play the conversation continue button

Post by Tony Li »

Hello,

Thanks for using the Dialogue System!

You're almost there.

For the continue button:

1. Inspect the continue button. You may need to add an instance to your Dialogue Manager's Canvas. If you do this, assign the instance to the Dialogue Manager's Dialogue UI field.

2. Add a UI Button Key Trigger component. In the Button field, enter "Continue".

3. Open the Rewired Input Manager. Add an action named "Continue". In keyboard mapping, map the "Continue" action to the R key.


If you want to navigate response menus using Rewired -- for example, up/down arrow keys -- set up a Rewired Standard Input Module. You may also want to tick the Dialogue Manager > Input Device Manager's Always Auto Focus checkbox. The response menus use standard Unity UI, which means they will automatically work with a Rewired Standard Input Module if you set it up.
Remon8399
Posts: 7
Joined: Sun Dec 09, 2018 12:59 pm

Re: [Need Help] Using custom keyboard button to play the conversation continue button

Post by Remon8399 »

Thanks for fast reply. I am sorry for keep asking for help, I am quite new with unity.

Yeah! I can using Rewired to navigate my response menus already. But the response menus will also read the input from Unity's Input Manager at the same time. I actually don't want response menus read the input from Unity's Input Manager there, is there anyway to do this?

Thank you.
Last edited by Remon8399 on Mon Dec 10, 2018 9:57 am, edited 1 time in total.
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Tony Li
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Re: [Need Help] Using custom keyboard button to play the conversation continue button

Post by Tony Li »

Hi,
Remon8399 wrote: Mon Dec 10, 2018 9:30 amI am using your VN template standard dialogue UI, there is already have continue button. So where should I put the UI Button Key Trigger component.
The Dialogue Manager's Dialogue UI field points to the prefab "VN Template Standard Dialogue UI". Since it's a prefab, the Dialogue System instantiates it at runtime. This makes it hard to edit at design time. Try this:

- Add an instance of the "VN Template Standard Dialogue UI" to the Dialogue Manager's Canvas, and assign it to the Dialogue UI field:

Image

- Expand the dialogue UI until you can inspect the Continue Button. Add a UI Button Key Trigger:

Image
Remon8399 wrote: Mon Dec 10, 2018 9:30 amI think after this I can using Rewired to navigate my response menus. But is that the response menus will also read the input from Unity's Input Manager at the same time? I actually don't want response menus read the input from Unity's Input Manager there, is there anyway to do this?
If you set up a Rewired Standard Input Module as described in the link above, it will use Rewired, not Unity's Input Manager.
Remon8399
Posts: 7
Joined: Sun Dec 09, 2018 12:59 pm

Re: [Need Help] Using custom keyboard button to play the conversation continue button

Post by Remon8399 »

Yeah!!! I solved the problem already, thank a lot!!!
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Tony Li
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Re: [Solved] Using custom keyboard button to play the conversation continue button

Post by Tony Li »

Glad to help!
Remon8399
Posts: 7
Joined: Sun Dec 09, 2018 12:59 pm

Re: [Solved] Using custom keyboard button to play the conversation continue button

Post by Remon8399 »

Hi, I have a small question want to ask.

I just noticed a small error. I can already use Rewired to navigate the response menu with up+down/button, but when the conversation have multiple choice(1. Hello, 2. Hi, 3. How are you), I select the 2nd or 3rd choice but dialogue system always get the 1st one. (Only keyboard input got this error, mouse input no problem)

Thank you.
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Tony Li
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Re: [Solved] Using custom keyboard button to play the conversation continue button

Post by Tony Li »

Hello,

Remove the UI Button Key Trigger component from your response button. Instead, the Rewired Standard Input Module will use the Submit Button to select response buttons.
Remon8399
Posts: 7
Joined: Sun Dec 09, 2018 12:59 pm

Re: [Solved] Using custom keyboard button to play the conversation continue button

Post by Remon8399 »

Thanks a lot! Please forgive my stupid question.
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Tony Li
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Re: [Solved] Using custom keyboard button to play the conversation continue button

Post by Tony Li »

There are no stupid questions. :-) Just us game developers who want to make good games.
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