Hi Tony,
Thanks for your awesome program.
I'm having trouble getting my xbox controller to connect to the Sci-fi Unity GUI Quest Log window. I'm able to control the dialogue windows with the controller but don't see anything like the "response panel" in the GUI Quest Log window.
If you have any suggestions about how I would be able to solve this or where I should look I would be most grateful.
Nathan
Navigating Unity GUI Quest Log window with an xbox controller
Re: Navigating Unity GUI Quest Log window with an xbox controller
Hi Nathan,
Gamepad controller support in legacy Unity GUI quest log windows isn't great. You can navigate the Active, Completed, and Close buttons, but since the quest list is populated dynamically they aren't easily navigable.
You might want to use Unity UI for the quest log window. (See Unity UI Quest Log Window.) Its controller navigation options are more robust.
If you want to set up legacy Unity GUI, you'll need to make a small modification to the quest log window. Expand it in the Hierarchy so you can see the children of the GUIWindow. Add a Panel as a child of the GUIWindow. (The actual type of the panel will be GUIControl.) Then move the other children to be children of the panel instead. Finally, on the panel set up navigation between Active, Completed, and Close.
If you get stuck, please feel free to send an example project or unitypackage to tony (at) pixelcrushers.com and let me know what version of Unity to use. I'll be happy to take a look.
Gamepad controller support in legacy Unity GUI quest log windows isn't great. You can navigate the Active, Completed, and Close buttons, but since the quest list is populated dynamically they aren't easily navigable.
You might want to use Unity UI for the quest log window. (See Unity UI Quest Log Window.) Its controller navigation options are more robust.
If you want to set up legacy Unity GUI, you'll need to make a small modification to the quest log window. Expand it in the Hierarchy so you can see the children of the GUIWindow. Add a Panel as a child of the GUIWindow. (The actual type of the panel will be GUIControl.) Then move the other children to be children of the panel instead. Finally, on the panel set up navigation between Active, Completed, and Close.
If you get stuck, please feel free to send an example project or unitypackage to tony (at) pixelcrushers.com and let me know what version of Unity to use. I'll be happy to take a look.
Re: Navigating Unity GUI Quest Log window with an xbox controller
Amazing. Thanks for the response.
Re: Navigating Unity GUI Quest Log window with an xbox controller
If you get stuck on anything or have any other questions, just let me know. I'll be happy to help.