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Dialogue System + Rewired + Corgi Engine

Posted: Wed Mar 09, 2022 11:25 pm
by Vaulcul
I've not been able to get Rewired and Corgi to play nice together w/ the Dialogue System.

I can get the prompt to appear over the NPC when approaching them, but I've not successfully gotten button presses to be recognized... I've followed the documentation to the best of my ability, I've looked on YouTube, and I've gone through the included demo scenes and I still can't figure out how to get these to work.

When adding the conversation zone to the NPC I assume I need to change the Input type to "Button" and then define the Rewired button name... But I get an error telling me that it's not setup.

I thought that maybe I needed to add a 'usable' script on the NPC... But that didn't work.

Maybe I'm missing a step somewhere... just not sure where or what I'm doing wrong.

Your help would be greatly appreciated.

Thanks.

Re: Dialogue System + Rewired + Corgi Engine

Posted: Thu Mar 10, 2022 8:37 am
by Tony Li
Hi,

Let's check a few things:

Have you set up Rewired's Corgi integration?

Is Rewired currently working correctly with Corgi by itself (without the Dialogue System involved)?

Set the Dialogue Zone's Input > Input Type back to Default. The DialogueZone script is a subclass of Corgi's based ButtonActivated zone script and relies on ButtonActivated to handle input. When ButtonActivated's Input > Input Type is set to Button, it reads directly from Unity's built-in input manager and ignores Rewired. When Input > Input Type is set to Default, it uses Corgi/Rewired's "Interact" button input.

You don't need to add Usable or Selector components. Since you're using Corgi, you can use Corgi's interaction system (e.g., Dialogue Zone).

Re: Dialogue System + Rewired + Corgi Engine

Posted: Thu Mar 10, 2022 9:04 pm
by Vaulcul
Yep, I had Rewired working with Corgi.

I was just having problems with Rewired and Corgi w/ Dialogue System.

This is what was wrong:
Tony Li wrote: Thu Mar 10, 2022 8:37 am Set the Dialogue Zone's Input > Input Type back to Default. The DialogueZone script is a subclass of Corgi's based ButtonActivated zone script and relies on ButtonActivated to handle input. When ButtonActivated's Input > Input Type is set to Button, it reads directly from Unity's built-in input manager and ignores Rewired. When Input > Input Type is set to Default, it uses Corgi/Rewired's "Interact" button input.
By default there is no "Interact" button setting in the Rewired/Corgi settings, and the Corgi Default button settings gives no indication that there was a need for an "Interact" button setting. Once I knew that was a thing, I set it and was able to get it to work.

You may want to add a note in your tutorial about this... It's not readily apparent there.

Anyhow, thank you very much for pointing this out (and of course thanks for the great assets :D ), it works now.

Re: Dialogue System + Rewired + Corgi Engine

Posted: Thu Mar 10, 2022 9:19 pm
by Tony Li
Which tutorial are you referring to? I want to make sure I add the note in a place where it will help people.

Re: Dialogue System + Rewired + Corgi Engine

Posted: Fri Mar 11, 2022 9:33 pm
by Vaulcul
That's a good and fair question...

I suddenly realize, that you have a tutorial/documentation for Rewired and one for Corgi (I knew this... but ya... I'm tired)... I guess I would put it with the Corgi tutorial, like a side note or something. (I'd put the link to your documentation here... but my computer is acting weird with copy/paste right now... gotta reboot).

To me it makes more sense there.

For clarification - In the Corgi configuration w/o Rewired, the Interact button exists there... Just not in the Rewired settings that Rewired makes available for Corgi.

Thanks for your attention and assistance. :D

Re: Dialogue System + Rewired + Corgi Engine

Posted: Fri Mar 11, 2022 9:48 pm
by Tony Li
Thanks. I've added a note for Rewired in the Corgi integration instructions. It'll be in the next update.