Hi Tony,
I just found out this issue so I can't really track whether it started in a previous DS version or not.
To make everything more clear, consider that:
- The game I'm working on is set up to cater for both direct control with a Gamepad and mouse input;
- I'm using the new Unity Input System;
- I'm using Adventure Creator.
- I have 2 different ActionMaps; one for when I'm in a Conversation and one for when I'm in "play mode". I handle this switch on a custom script and so far everything worked just fine.
- My Dialogue UI is much like a Telltale one: a "radial" Response Menu, with 4 possible answers bound to specific keys\buttons. I have set it up using all your guidelines, including registering input as described in the Input_Device_Manager_Manual.pdf.
That said, when I want to test out specific scenes, I just manually place a Dialogue Manager instance in the scene and enter Play Mode.
Doing so I've noticed that when I run the game from a specific scene, everything works as intended. If I start from my initial scene then move to a specific one, the Dialogue System isn't responding to my Controller input anymore.
Looking at the EventSystem in both scenarios, I noticed that when I run the specific scene, it correctly selects the correct GameObject relatively to the gamepad button I press.
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So, if I hit the "Answer 2" key, "Selected" points to "Response Button 2". If I enter this scene starting from a different one, it stays on "Response Button 1" (and won't even trigger it, by the way).
Do you have any suggestions on where to look?
FWIW, the Dialogue Manager I'm using is a prefab and I should be always using the same setup everywhere.
Thanks a lot in advance, as always!