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UCC Integration Question
Posted: Sun Jan 13, 2019 10:43 pm
by MrQuaid
I use the third person view and have a slight issue. If I follow your tutorial and have Converse unequip my melee weapons the mouse does not become visible. But if I leave the weapon in hand it works fine. Not a big deal, but wondering if maybe its due to a timing thing. As my player is unequiping his weapon the dialogue tree is coming up and the mouse gets turning on then off. Is there a way to delay the dialogue until the player has fully unequiped weapon.
Re: UCC Integration Question
Posted: Mon Jan 14, 2019 9:50 am
by Tony Li
Hi,
Here are some things to check/try:
- Converse ability: Disable Gameplay Input is ticked.
- Dialogue Manager > Input Device Manager: Detect Mouse Control & Control Cursor State ticked.
- Dialogue System Trigger: Show Cursor During Conversation ticked.
- Call UnityInput.DisableCursor = false
The last two are nuclear options. In most circumstances they aren't necessary, but depending on what else is going on in your project they should be fairly sure-fire ways to ensure that the mouse cursor is visible. For UnityInput.DisableCursor, you can add a script like this to the player:
Code: Select all
public class EnableCursorInConversations : UnityEngine.MonoBehaviour {
void OnConversationStart(Transform actor) {
GetComponent<Opsive.UltimateCharacterController.Input.UnityInput>().DisableCursor = false;
}
void OnConversationEnd(Transform actor) {
GetComponent<Opsive.UltimateCharacterController.Input.UnityInput>().DisableCursor = true;
}
}
Re: UCC Integration Question
Posted: Sat Jan 19, 2019 6:52 pm
by MrQuaid
Thanks, I had to use the latter to fix the mouse issue. The other methods i had already tried or didn't work. I have the functionally I want so i'm good to go. Thanks.
Re: UCC Integration Question
Posted: Sat Jan 19, 2019 11:26 pm
by Tony Li
It's possible another passive ability or something else was setting the cursor back. I'm glad that it sounds like you got it working.