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Rewired Integration - keyboard not working despite following all directions

Posted: Sat Jun 06, 2020 4:38 pm
by dasbin
Having trouble with this. I've followed all the instructions for integrating with Rewired, but my dialogue response screens still are not reading keyboard input, only mouse. I'm using all the UISubmit, UIHorizontal, UIVertical buttons / axes in Rewired, I have the Input Device Manager Rewired attached to my Dialogue Manager, Rewired Standalone Input Module is attached to my event system with the correct button labels, and Rewired Input Manager is attached to my UI Camera. Rewired *does* manage to control the rest of my UI with these integrations, but not Dialogue System.

Input Device Manager (the auto-focus-switching script of Dialogue System) doesn't seem to be reading the buttons properly. It never switches to Keyboard despite the buttons & axes being listed properly in it. Nonetheless, I have also tried with "always auto focus," which should keep the keyboard input focused always even when it doesn't detect input, and that *still* doesn't work.

The one thing on my keyboard that *does* work is that my Escape key, mapped via Rewire to UICancel, then to the Dialogue Manager "Cancel Subtitle Input" button name, does properly cancel out of a subtitle. But I can't submit or navigate with the other keys.

Re: Rewired Integration - keyboard not working despite following all directions

Posted: Sat Jun 06, 2020 5:52 pm
by Tony Li
Hi,

UI navigation in the Dialogue System is handled entirely by the EventSystem. The only thing the Dialogue System (via Input Device Manager) does is check if a button is focused, and focuses one if necessary. If you keep 'Always Auto Focus' ticked, does it keep a button focused, even if you can't navigate to other buttons?

Is it possible that something else is disabling the EventSystem's input? For example, More Mountains' Corgi and TopDownEngine have a module called Inventory Engine. This module has an input manager that disables UI navigation except when its own menus are active.

Invector, likewise, does funny things with UI navigation. Its inventory manager component overrides the EventSystem's assignments.

Re: Rewired Integration - keyboard not working despite following all directions

Posted: Sat Jun 06, 2020 6:39 pm
by dasbin
Tony Li wrote: Sat Jun 06, 2020 5:52 pm More Mountains' Corgi and TopDownEngine have a module called Inventory Engine. This module has an input manager that disables UI navigation except when its own menus are active.
Ah, that's it! I'm using Corgi. I didn't realize it disables outside UI navigation. I'll look into that. Do you have a typical fix you recommend as a graceful way around it?
Otherwise I'll just start hacking away at its input manager and try to come up with some exception logic for Dialogue System that makes sense.
Thanks!

Re: Rewired Integration - keyboard not working despite following all directions

Posted: Sat Jun 06, 2020 9:02 pm
by Tony Li
Hi,

Try the new Corgi Support package on the Dialogue System Extras page. I just ported over a small code addition that I put in TopDown Engine (which also uses Inventory Engine). The ConversationZone component enables UI navigation during conversations in case InventoryInputManager has disabled it.