Hello,
I wanted to ask if it is known when the Dialogue Manager will support the new Unity Input system.
We would like to use the new Input System only (starting with Unity version preview package 2019.3.0f3).
Currently the game freezes when the new Input System is active and we get several error message like the ones below:
All the best,
Evelyn
Support for new Unity Input System
Re: Support for new Unity Input System
Hi Evelyn,
I'm trying to get it into the next update (version 2.2.4) due early next week, although it might not get in until 2.2.5 which will be mid-January.
I'm trying to get it into the next update (version 2.2.4) due early next week, although it might not get in until 2.2.5 which will be mid-January.
Re: Support for new Unity Input System
Hello,
wow that is already very soon, thanks for the information!
All the best,
Evelyn
wow that is already very soon, thanks for the information!
All the best,
Evelyn
Re: Support for new Unity Input System
Hello,
we just upgraded to the new version 2.2.6, but we still gets the same error message.
All the best,
Evelyn
we just upgraded to the new version 2.2.6, but we still gets the same error message.
All the best,
Evelyn
Re: Support for new Unity Input System
Hi Evelyn,
Please see the Input Device Manager's separate manual in Assets / Plugins / Pixel Crushers / Common / Documentation. Briefly:
1. Select menu item Tools > Pixel Crushers > Dialogue System > Welcome Window.
2. Tick the New Input checkbox. This will add the scripting define symbol "USE_NEW_INPUT" to your project, which tells the Dialogue System to use the new Input System.
3. Set up an input script as described on page 5 of the manual.
If you have any questions about any of those steps, please let me know.
Please see the Input Device Manager's separate manual in Assets / Plugins / Pixel Crushers / Common / Documentation. Briefly:
1. Select menu item Tools > Pixel Crushers > Dialogue System > Welcome Window.
2. Tick the New Input checkbox. This will add the scripting define symbol "USE_NEW_INPUT" to your project, which tells the Dialogue System to use the new Input System.
3. Set up an input script as described on page 5 of the manual.
If you have any questions about any of those steps, please let me know.
Re: Support for new Unity Input System
Hello,
I read the documentation and set it up by checking the option "New input system" in the welcome home wizard.
We have already implemented the new input system in the meantime and trigger a conversation manually
by pressing up on the joystick. After pressing up, we start a conversation via code (dialogueSystemTrigger.OnUse();), this worked fine before.
When I try to do this now, the previous error message (You are trying to read input...) is gone, but a new one appears:
How can we resolve this?
All the best,
Evelyn
I read the documentation and set it up by checking the option "New input system" in the welcome home wizard.
We have already implemented the new input system in the meantime and trigger a conversation manually
by pressing up on the joystick. After pressing up, we start a conversation via code (dialogueSystemTrigger.OnUse();), this worked fine before.
When I try to do this now, the previous error message (You are trying to read input...) is gone, but a new one appears:
How can we resolve this?
All the best,
Evelyn
Re: Support for new Unity Input System
Hi Evelyn,
Inspect the Dialogue Manager's Input Device Manager component. The "Back Key Codes" list contains the key code for "Joystick Button 1". Remove this by setting the list's size to zero. While you're there, double check the other "key codes to check" sections to make sure they don't reference any joystick key codes.
If the Input Device Manager specifies any key codes, the New Input System integration attempts to read a corresponding input from from the New Input System. This generally works fine for keyboard keys such as WASD, Space bar, Enter, etc. But it doesn't know how to correlate "Joystick Button #" key codes into the New Input System. The next DS update will simply ignore "Joystick Button #" key codes.
Inspect the Dialogue Manager's Input Device Manager component. The "Back Key Codes" list contains the key code for "Joystick Button 1". Remove this by setting the list's size to zero. While you're there, double check the other "key codes to check" sections to make sure they don't reference any joystick key codes.
If the Input Device Manager specifies any key codes, the New Input System integration attempts to read a corresponding input from from the New Input System. This generally works fine for keyboard keys such as WASD, Space bar, Enter, etc. But it doesn't know how to correlate "Joystick Button #" key codes into the New Input System. The next DS update will simply ignore "Joystick Button #" key codes.