Hi,
I am having a bizzare problem and I can't figure out if it's a bug or something I am doing wrong. I am using the rewired input system (I followed all the intructions to make it work with DS, at least I think) and my first dialogs are very basic, no responses, just click a button on the pad to continue to the next sentence.
I am pausing the game when the dialog happens.
When I just click normally the button to submit (in my case it's the A button on an Xbox one pad), it works correctly. If I do move the left stick while reading and then clicking A to continue though, it messes up everything. The game exits pause before having finished the conversation and the continue button loses focus, so the dialog is stuck at some entry before being over, the character behind moves again normally, and i can only exit this if i click the continue button with mouse at that point.
I had found an old post about focus, and i did set to 0.5 both the values supposedly related, plus i did tick the autofocus option, but it seems to make no difference. I would deactivate the stick during the dialog, but later i will have some dialogs with choices, and it wouldn't be an option.
Any idea if i might be doing something wrong or if there is any workaround? Cheers and thanks!
H
Dialogue input gamepad problems (with rewired)
-
- Posts: 5
- Joined: Tue Jun 01, 2021 10:06 am
Re: Dialogue input gamepad problems (with rewired)
Hi,
Make sure you've set up Rewired integration using these instructions: Rewired Support. (Basically just add an Input Device Manager Rewired component to the Dialogue Manager GameObject.)
Verify that your EventSystem GameObject has a RewiredStandaloneInputModule. Keep an inspector view on the EventSystem while you play. When you move the left stick, does it change the currently-focused selection from the continue button to some other UI element?
If so, inspect your dialogue UI. Set Navigation to None. If that doesn't fix it, then make sure the correct dialogue UI to assigned to the Dialogue Manager's Display Settings > Dialogue UI field. For example, if you've added a dialogue UI to the Dialogue Maanger's Canvas, assign it to the Dialogue UI field.
Once you get that working, then if you add responses and have a similar issue with your response menu, inspect your dialogue UI. If you're using response buttons instantiated from the Button Template, tick Explicit Navigation For Template Buttons. If you're using buttons in the Buttons list instead of the Button Template, set up Explicit navigation on those buttons.
Make sure you've set up Rewired integration using these instructions: Rewired Support. (Basically just add an Input Device Manager Rewired component to the Dialogue Manager GameObject.)
Verify that your EventSystem GameObject has a RewiredStandaloneInputModule. Keep an inspector view on the EventSystem while you play. When you move the left stick, does it change the currently-focused selection from the continue button to some other UI element?
If so, inspect your dialogue UI. Set Navigation to None. If that doesn't fix it, then make sure the correct dialogue UI to assigned to the Dialogue Manager's Display Settings > Dialogue UI field. For example, if you've added a dialogue UI to the Dialogue Maanger's Canvas, assign it to the Dialogue UI field.
Once you get that working, then if you add responses and have a similar issue with your response menu, inspect your dialogue UI. If you're using response buttons instantiated from the Button Template, tick Explicit Navigation For Template Buttons. If you're using buttons in the Buttons list instead of the Button Template, set up Explicit navigation on those buttons.
-
- Posts: 5
- Joined: Tue Jun 01, 2021 10:06 am
Re: Dialogue input gamepad problems (with rewired)
Hi Tony, thanks a lot for the quick answer!
Removing navigation did the trick indeed. I thought that the Submit button had effect on the engine underneath first and not on the button itself. Worked like a charm, thanks a again!
Cheers,
H
Removing navigation did the trick indeed. I thought that the Submit button had effect on the engine underneath first and not on the button itself. Worked like a charm, thanks a again!
Cheers,
H
Re: Dialogue input gamepad problems (with rewired)
Glad to help!