Using Controller to accept quest and minor hid nav sys issue

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adamaze
Posts: 3
Joined: Fri Oct 30, 2020 12:29 pm

Using Controller to accept quest and minor hid nav sys issue

Post by adamaze »

Hi

Is there a way that i can accept quest using my right analog stick or dpad .

2nd Qs. After completion of quest is there a way i can disable or destroy HNS element? Currently I can hide it (in minimap. compass) but if the NPC is still in the scene, I can still see the Hud element on my screen
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using Controller to accept quest and minor hid nav sys issue

Post by Tony Li »

Hi,
adamaze wrote: Fri Oct 30, 2020 12:40 pmIs there a way that i can accept quest using my right analog stick or dpad.
The default Quest Machine UIs use standard Unity UI navigation. Configure Unity UI's EventSystem to use the right analog stick or d-pad. If you're using Unity's default input system, then one way to do this is to select menu item Edit > Project Settings. In the Input section, define new inputs "UIHorizontal" and "UIVertical". Map the right stick inputs to them. Then inspect the scene's EventSystem. Change the StandaloneInputModule's Horizontal and Vertical fields to UIHorizontal and UIVertical.
adamaze wrote: Fri Oct 30, 2020 12:40 pm2nd Qs. After completion of quest is there a way i can disable or destroy HNS element? Currently I can hide it (in minimap. compass) but if the NPC is still in the scene, I can still see the Hud element on my screen
Quest Machine's HUD Navigation System integration adds a quest action called "HUD Navigation Element Quest Action". In the quest's Successful state > Actions, use this quest action to set the NPC's navigation element visibility to hidden.

If you want to save the visibility state of the NPC's navigation element across scenes and in saved games, add a HUD Navigation Element Saver component to it. (This assumes you're using Quest Machine's save system.)
adamaze
Posts: 3
Joined: Fri Oct 30, 2020 12:29 pm

Re: Using Controller to accept quest and minor hid nav sys issue

Post by adamaze »

Hi Tony

Didnt know it was that simple for the first one ... Im a noob in everything Unity

//But for the second one though I already did hid the element as you can see in the video, The problem is when i go offscreen from the NPC, the NPC offscreen visual indicator is still there. I can solve this by disabling the offscreen indicator at HNS element itself but then it wouldnt be visible before start or active// solved.. use the activate gameobject to turn it off quest completed

Another issue i have is the weapon HNS element indicator. I cant hide it before the quest is active. I tried to place the Hud element hidden action in the inactive state but it still appear before i start the quest What node & states should i place it if i want it to be hidden before the quest starts?

There is 4 nodes in the tutorial get shotgun

video link
Last edited by adamaze on Sat Oct 31, 2020 4:27 am, edited 2 times in total.
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using Controller to accept quest and minor hid nav sys issue

Post by Tony Li »

Hi,

I don't see a video. Did you forget to add the link?

Anyway, please try importing the updated HUD Nav System Support packages (there are 2) from the Quest Machine Extras page. It also updates the example scene's quest so that you only need to pick up 2 prisms. This allows you to verify that when the quest becomes successful it correctly turns off all of the indicator types on the remaining third prism.
adamaze
Posts: 3
Joined: Fri Oct 30, 2020 12:29 pm

Re: Using Controller to accept quest and minor hid nav sys issue

Post by adamaze »

Hi Tony

Thanks

I guess the activate and deactivating object works for me.
Found out if I were to click on the quest editor grey areas I would access to the Quest info rather than the quest node info
Only then am I able to deactivate the HNS element
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using Controller to accept quest and minor hid nav sys issue

Post by Tony Li »

That's a concept that I've used in Quest Machine and the Dialogue System. If you click on blank canvas space (i.e., not a node), it shows the main properties. In the next release, I've added menu items. In Quest Machine, you'll alternatively be able to select Quest Properties from the gear menu to do the same thing.
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