I see that the only way to disable input from DialogueManager is to disable the InputSystemUIInputModule.
But I hope to pop up a window (e.g. put your name) during the conversation.
Enabling the InputSystemUIInputModule will enable input for both since it also uses InputSystemUIInputModule.
Is this already a known issue? What is the suggested way to solve it?
I want to disable the play input for dialogue system only while we put up another UI that needs interaction (with general Unity UI navigation) during the conversation.
Basically, another character asks you "what is your name?"
then keyboard input UI pops up and player uses their gamepad to select key buttons to put their name. Once its done, the keyboard input UI dismisses. Then we are back on the dialogue system input.
I meant player input by this UINavigation Move(dpad) and Submit (dualshock's X button for now)
화면 캡처 2020-11-18 172752.png (71.98 KiB) Viewed 1790 times
Disabling the InputSystemUIInputModule - seems like the only way to disable the interaction with the Dialogue System.
I will try to tell InputSystemUIInputModule 's eventSystem's FirstSelected to be set to that Pop Up UI (not dialogue system's UI) and make change to the variable that you mentioned. Hope that works
For the pop-up UI, I am instantiating and destroy it in runtime.
It is really just setting Protagonist's name with the keyboard input UI (pop up) during the conversation. then, its gone.