[Adventure Creator] Integration help

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CDSK
Posts: 3
Joined: Tue Jan 24, 2023 5:17 pm

[Adventure Creator] Integration help

Post by CDSK »

Hello!

So I'm running into a couple issues that are most likely easy problems to solve, but I'm new to Unity -- and coding -- so I'm probably making it more difficult.

Firstly, my project is built with the Adventure Creator plugin, but I later imported Dialogue System for more robust dialogue options. I've added the bridge component and all that, and so far so good... however...

Main issue: How do I go about pausing DS when AC pauses? Currently, using 'escape' to pause mid-dialogue brings up the AC pause menu, but the Dialogue System conversation is still active behind it (e.g. Down moves both the pause menu selection and the dialogue option simultaneously). I found this relevant section in the manual:

Code: Select all

using PixelCrushers.DialogueSystem; ...
DialogueTime.Mode = DialogueTime.TimeMode.Gameplay;
But no matter where I put this, it doesn't seem to affect anything. Is there a specific/better place to add/change this? As stated, I'm not knowledgeable with coding, so treat me as a complete newbie, please!

Lesser issue: While my project is keyboard-only, I have a problem where DS re-enables mouse control during conversations. In AC, I have "Main cursor settings - Display cursor: Never" set... however, when entering a DS conversation, it changes to "Display cursor: Always" yet returns to Never when the Convo is exited. What might be causing this?

Thanks for any help! I do appreciate it!

Cory
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: [Adventure Creator] Integration help

Post by Tony Li »

Hi Cory,
CDSK wrote: Wed Jan 25, 2023 6:05 pmMain issue: How do I go about pausing DS when AC pauses?
The Dialogue System Extras page has an updated Adventure Creator Support package. (Expand the "Updated Integration Packages" foldout, and click the DS_AdventureCreatorSupport_2023-01-24.unitypackage download.) In your Pause menu, use actionlists when the menu opens and closes. In the open actionlist, use the Dialogue System Pause action (set to Pause) to pause the Dialogue System. In the close actionlist, use the Pause action (set to Unpause) to unpause the Dialogue System.
CDSK wrote: Wed Jan 25, 2023 6:05 pmLesser issue: While my project is keyboard-only, I have a problem where DS re-enables mouse control during conversations.
The same updated integration package has also added a "Force Cursor Visible During Conversations" checkbox to the Adventure Creator Bridge component. UNtick this checkbox.

Also, in the Dialogue Manager GameObject, UNtick the Input Device Manager component's Control Cursor State checkbox.
CDSK
Posts: 3
Joined: Tue Jan 24, 2023 5:17 pm

Re: [Adventure Creator] Integration help

Post by CDSK »

Thank you! I've downloaded and run the package to add the two scripts. The cursor issue is solved... however, when it comes to:
Tony Li wrote: Wed Jan 25, 2023 8:45 pm In your Pause menu, use actionlists when the menu opens and closes. In the open actionlist, use the Dialogue System Pause action (set to Pause) to pause the Dialogue System. In the close actionlist, use the Pause action (set to Unpause) to unpause the Dialogue System.
I can't seem to get this one to work. Both the Pause menu and the Conversation menu are still active, and move with up/down keys.

Here are screenshots of the relevant settings -

Pause Menu settings:
Image
On ActionList:
Image
Off ActionList:
Image

I've tried various things and checked the scripts were added, but to no avail. I've also added a 'Camera Shake' to 'ActionList when turn on' to verify it's running properly. Perhaps I'm changing the wrong settings?

Thanks again for any assistance!

Unity version: 2021.3.8f1
Dialogue System version: 2.2.33 + the support package previously linked
AdventureCreator version: 1.75.8
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Tony Li
Posts: 21962
Joined: Thu Jul 18, 2013 1:27 pm

Re: [Adventure Creator] Integration help

Post by Tony Li »

Hi,

The Dialogue System uses Unity UI for its dialogue UIs (e.g., response menu). In Unity UI, one button at a time can be selected (focused). The EventSystem GameObject handles Unity UI navigation. It processes input and changes the button selection accordingly.

Are you using AC's default menu system or Unity UI menus?

If you're using Unity UI menus, AC should switch the EventSystem's selection to an AC menu button.

However, if you're using AC's default menu system, it doesn't use Unity UI, so you may need to tell Unity UI to deselect whatever button it has selected. I just updated the AC integration's Pause action to add a checkbox to deselect the selection. Please import it, tick your Pause action's Deselect Current Selection checkbox, and test it again. (direct download)

If that doesn't do the trick, let me know and I'll set up an example scene.
CDSK
Posts: 3
Joined: Tue Jan 24, 2023 5:17 pm

Re: [Adventure Creator] Integration help

Post by CDSK »

Ah, thank you! The new package helped. Allows for some more food for thought in setting up my menus.

The one thing that's still puzzling is that if I pause while each conversation point loads up (where the text types and options fade in) the issue still persists, but if I pause post-load it works perfectly. I assume this is due to the AC Pause ActionList running the "pause" immediately, whereas the DS has a bit of a delay before it can be paused.
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Tony Li
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Re: [Adventure Creator] Integration help

Post by Tony Li »

I'll set up an example scene to test this and post a solution here by tomorrow.
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Tony Li
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Re: [Adventure Creator] Integration help

Post by Tony Li »

I updated the Pause action in the AC integration package -- same download link as above.
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