I am using Unity's Input Systemhttps://docs.unity3d.com/Packages/com.u ... ation.html (the new one).
I am trying to run PS4 build on a devkit and it seems like the DialogueSystem is trying to read the input from the old UnityEngine.Input in InputDeviceManager class.
The new Input System and the DialogueSystem worked fine so far on PC builds but it seems to have issue on PS4.
I attached the log below. Any idea?
313:49:20 InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
313:49:20 at UnityEngine.Input.GetButtonDown (System.String buttonName) [0x00000] in <00000000000000000000000000000000>:0
313:49:20 at PixelCrushers.InputDeviceManager.DefaultGetButtonDown (System.String buttonName) [0x00000] in <00000000000000000000000000000000>:0
313:49:20 at PixelCrushers.InputDeviceManager+GetButtonDownDelegate.Invoke (System.String buttonName) [0x00000] in <00000000000000000000000000000000>:0
313:49:20 at PixelCrushers.InputDeviceManager.IsBackButtonDown () [0x00000] in <00000000000000000000000000000000>:0
313:49:20 at PixelCrushers.InputDeviceManager.get_isBackButtonDown () [0x00000] in <00000000000000000000000000000000>:0
313:49:20 at PixelCrushers.UIPanel.Update () [0x00000] in <00000000000000000000000000000000>:0
Can you try backing up your project and updating to DS version 2.2.20? That way we'll both be looking at the same thing.
Make sure you're looking at Edit > Project Settings > Player > Other Settings > Scripting Define Symbols after the Build Settings have been switched to PS4.
The porting to PS4 is progressing via Third-party called Knights of Unity.
They've developed Disco Elysium which used Dialogue System heavily I assume.
You may know them as well?
Anyways, I may just convert all my InputSystem stuff to Rewired. It seems like they are used to it more.
Do you personally prefer Rewired over Input System for DialogueSystem generally as well?