Hi,
I'm really happy to see your help!
Tony Li wrote: ↑Sat Aug 21, 2021 9:15 am
If your character has a WeaponAim component, it may be showing the cursor. The
Dialogue System Extras page already has an updated integration package to handle this. It's in the "Updated for 2.2.18" foldout. If you import the updated package, tick the ConversationZone component's Pause While Talking checkbox.
I downloaded both DS_CorgiLimitWidthAndPlayerMenu_2021-03-10 and DS_CorgiSupport_2021-08-21. Then I realized that cursor visibility problem was related to my player gameobject. It was really weird, there was no code related to cursor. I created my player gameobject from scratch and cursor visibility problem solved. I'm sorry for bothering you.
Tony Li wrote: ↑Sat Aug 21, 2021 9:15 am
Are you sure priority 3 is high enough to supercede other vcams? Also, remove the third parameter ('1'). The third parameter should either be 'cut' or nothing.
I set the priority 99 and remove the third parameter, still same.
Corgi Limit Width And Player Menu scene does not include Cinemachine. It has Regular Camera, which is old. Can you update the scene with removing
Regular Camera gameobject, and adding
MinimalCameraRig gameobject (childs: Regular Camera, CinemachineVirtualCamera, PostProcessingVolume) from the Corgi Engine's
Minimal Level scene. It's updated version I guess..
Then you can try to use zoom on sequencer. I didn't manage to do that...
That's nice! Word wrap is working now for the NPC. But can you also make same thing for the Player menu? Because it also needs word wrap...
By the way, npc dialogue and player response was in the same UI before, but now it's separated. It looks nice in the first place but if we have long response, it overlaps as in the preview.
Thanks in advance.