Hi,
When I press the button it doesn't visually show the click animation. It seems the input itself is the issue.
My Dialogue UI is already set to Basic Standard Dialogue UI. The bubbles are set individually in the Dialogue Actor components of every actor.
I noticed that my other dialogues have the same problem now.
I think the reason why it used to work was because I had set up Dialogue Manger > Input Settings > Cancel Subtitle Input > Key as "return". I suppose the system worked because it wasn't using Rewired, but rather it was using that return key instead. now that I removed it, Dialogue System doesn't seem to catch my Rewired inputs. I must have misconfigured something. I went over the manual again but the Rewired setup is pretty straight forward. My own menus work, it has to come from a misconfiguration of Dialogue System.
I must be missing something.
Unskippable cutscene
Re: Unskippable cutscene
Hi,
Can you send a reproduction project to tony (at) pixelcrushers.com?
Pressing the "return" input as defined in Rewired's Input Manager should work to continue past the subtitle if these conditions are true:
Technically that's required in this scenario because the continue button will use the regular Unity UI EventSystem, not InputDeviceManager. But it's good to check anyway.
Can you send a reproduction project to tony (at) pixelcrushers.com?
Pressing the "return" input as defined in Rewired's Input Manager should work to continue past the subtitle if these conditions are true:
- You've enabled the use of continue buttons, either by setting the Dialogue Manager's Subtitle Settings > Continue Button to a value such as Always or by using SetContinueMode(true).
- Your subtitle panel has a continue button that's assigned to the StandardUISubtitlePanel's Continue Button field.
- The continue button calls the subtitle panel's OnContinue() method or StandardUIContinueButtonFastForward.OnFastForward() if you've added that script to the button.
- The InputDeviceManager's Always Auto Focus checkbox is ticked, or the Input Device dropdown is still set to Joystick. (It can change at runtime depending on what input device you're using.)
- The scene has an EventSystem with a RewiredStandaloneInputModule that's properly configured -- in particular, the Submit input is set to "return".
- The "return" input defined is in a Rewired action map that's currently active.
Technically that's required in this scenario because the continue button will use the regular Unity UI EventSystem, not InputDeviceManager. But it's good to check anyway.
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Re: Unskippable cutscene
Hi,
I'm pretty sure my settings meets those conditions if I understand them correctly.
I have sent you a reproduction project.
Thank you!
I'm pretty sure my settings meets those conditions if I understand them correctly.
I have sent you a reproduction project.
Thank you!
Re: Unskippable cutscene
Hi,
Thanks for sending the reproduction project. I replied to your email with some questions. I'll post them here, too, in case my email accidentally ended up in your spam folder.
How do I reproduce the issue?
The LostCrypt scene has several missing prefabs, so I assume that's not the one to test.
I tried to play the "Game" scene, but I can't click anything (e.g., New Game).
Also, I noticed your Dialogue Manager prefab has a Dialogue System Scene Events child GameObject. Each Dialogue System Scene Events component should be specific to each scene. It should not be in a "Don't Destroy On Load" GameObject such as the Dialogue Manager.
Thanks for sending the reproduction project. I replied to your email with some questions. I'll post them here, too, in case my email accidentally ended up in your spam folder.
How do I reproduce the issue?
The LostCrypt scene has several missing prefabs, so I assume that's not the one to test.
I tried to play the "Game" scene, but I can't click anything (e.g., New Game).
Also, I noticed your Dialogue Manager prefab has a Dialogue System Scene Events child GameObject. Each Dialogue System Scene Events component should be specific to each scene. It should not be in a "Don't Destroy On Load" GameObject such as the Dialogue Manager.
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- Posts: 35
- Joined: Fri Jul 09, 2021 9:50 am
Re: Unskippable cutscene
Hi,
I found the issue. It was a mistake on my part, it had nothing to do with the settings of Dialogue System.
The input my dialogue system was reacting to was part of a Rewired UI group of inputs that was inactive.
Now it works.
I have an unrelated question. The bubble image is stretched depending on the size of the text it prints. The bubble itself looks fine thanks to the Full Rect settings of the sprite, but the point of the bubble is stretched in an way that I don't like.
I attached a screenshot to show you two version of the same bubble so you can see how the point stretches sideways.
Is it the normal behavior of the bubble or have I set it up incorrectly?
If it's normal, what would you suggest I do to fix it? I'm thinking maybe separating the bubble from the point in two separate game objects maybe?
I found the issue. It was a mistake on my part, it had nothing to do with the settings of Dialogue System.
The input my dialogue system was reacting to was part of a Rewired UI group of inputs that was inactive.
Now it works.
I have an unrelated question. The bubble image is stretched depending on the size of the text it prints. The bubble itself looks fine thanks to the Full Rect settings of the sprite, but the point of the bubble is stretched in an way that I don't like.
I attached a screenshot to show you two version of the same bubble so you can see how the point stretches sideways.
Is it the normal behavior of the bubble or have I set it up incorrectly?
If it's normal, what would you suggest I do to fix it? I'm thinking maybe separating the bubble from the point in two separate game objects maybe?
- Attachments
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- stretched_bubble.jpg (145.19 KiB) Viewed 513 times
Re: Unskippable cutscene
Hi,
Yes, that's exactly what to do. Separate the bubble's pointy tail from the bubble's main body. That way the pointy tail can stay the same proportions while the main body can scale to fit the text.
Yes, that's exactly what to do. Separate the bubble's pointy tail from the bubble's main body. That way the pointy tail can stay the same proportions while the main body can scale to fit the text.