I'm making a co-op splitscreen game (like Stardew Valley) where people can experience their own cutscenes. The cutscenes are separate scenes that are loaded additively, off screen, then the player views them. During this time, their actual player is invulnerable and hidden in the game world, that is, they return to where they were after the cutscene.
The cutscene itself is just NPCs having a conversation, that the player clicks through (using a controller), where each dialogue entry just has an Actor and no conversant (there are also upwards of 5 characters in a conversation). They use overhead text bubbles which works great.
If a player starts a cutscene, and then halfway through, another player starts the same cutscene, how do I specify which actors the dialogue system should use, since they would all have duplicates? Is there a way to confine the conversation locally to a scene so they don't interrupt each other? They would be in placed at different coordinates with different cameras.
Also, player one always seems to take control of the conversation regardless of the order that the players sign up (keyboard then controller, or controller then keyboard). I use the new input manager but have a custom solution where player inputs are generated and an action map is created from a scriptable instance at launch. These exist on their own separately loaded scene that isn't destroyed, but easily accessed globally. Is there a way that you can completely disable the auto-input of the Dialogue System Controller, so that I can specify the controls for the player who loaded the scene? Currently I think I've disabled all the checkboxes and components, yet player one is still able to press the submit button on their action map to progress the conversation.
Any and all help would be greatly appreciated! Thank you so much
