Gamepad button override with Rewired
Posted: Mon Sep 11, 2017 10:35 pm
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!
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!