Hello,
I do have troubles with some cases with Dialogue System and maybe you can help me out. Here is my game setup, which is in 2D...
In my game, I always have two scenes:
- Master scene, which contains my Dialogue Manager prefab, my Player prefab and other stuff that is persistent between scenes. Dialogue Manager has a Rewired override script attached as I am using it, and my Player prefab does not have any Dialogue System script attached to it;
- Level scene, which contains triggers that start Conversation.
Right now, when my character walks into a gameobject trigger in my level scene, it launch a Conversation with an overridden Dialogue UI. For testing purpose, I did set JRPG Unity UI for that trigger instead of Generic Unity UI which is the default one set in my Dialogue Manager in my Master Scene. When I hit the trigger, I can see the conversation, but using my gamepad, I can continue to the next dialogue fragment only by pressing 'A'. I did set a UI Button Key Trigger with my Rewired button name to use a different button, but it does not work (it is set to Response Button 1). Any idea why?
Also, any idea why, when text is displayed within the canvas, Subtitle Line is disabled even if it is linked properly in the root JRPG Dialogue UI prefab? I would have expected it to be enabled... It seems like the text is going into the Response Panel instead. Also, the Continue Button in the Text Panel is not shown, even if the linked Continue Button is the one as a child of Text Panel.
Sorry for all these questions, I'm still a noob at using Dialogue System. Thanks!
Gamepad button override with Rewired
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- Location: Canada
Gamepad button override with Rewired
Unity 2022.3.17f1
Dialogue System 2.2.44.1
OpenAI Addon 1.0.12
Dialogue System 2.2.44.1
OpenAI Addon 1.0.12
Re: Gamepad button override with Rewired
Hi,
Are you using Dialogue System 1.7.5 with the Rewired Support package located in the Third Party Support folder? This package's Dialogue System Rewired script should make UIButtonKeyTrigger recognize Rewired inputs.
When the Dialogue System is playing a dialogue entry, it shows the entry's Dialogue Text in the Subtitle Line. It stays this way until the entry's Sequence is done. When it's done playing, it hides Subtitle Line (unless you've ticked Always Visible). If the next step is the response menu, it shows the text in the response Menu's Subtitle Reminder Line. It sounds like your Sequence may be set to end immediately. Try adding Delay({{end}}) to the end:
If that doesn't help, please feel free to post screenshots or email a reproduction project to tony (at) pixelcrushers.com. I'll be happy to take a look.
Are you using Dialogue System 1.7.5 with the Rewired Support package located in the Third Party Support folder? This package's Dialogue System Rewired script should make UIButtonKeyTrigger recognize Rewired inputs.
When the Dialogue System is playing a dialogue entry, it shows the entry's Dialogue Text in the Subtitle Line. It stays this way until the entry's Sequence is done. When it's done playing, it hides Subtitle Line (unless you've ticked Always Visible). If the next step is the response menu, it shows the text in the response Menu's Subtitle Reminder Line. It sounds like your Sequence may be set to end immediately. Try adding Delay({{end}}) to the end:
Code: Select all
<your existing sequence>; Delay({{end}})