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Integrate Dialogue System WIth Starter Assets Third Person Controller
Posted: Sun May 01, 2022 5:35 am
by Jat_Hero
Hi, newbie here.
Sorry for the noob question.
How to integrate dialogue system with starter assets third person controller?
I didn't find a way to register new input system controller. It seems a liitle bit different with the tutorial.
Thanks in advance.
Re: Integrate Dialogue System WIth Starter Assets Third Person Controller
Posted: Sun May 01, 2022 9:04 am
by Tony Li
Hi,
Please see how another user integrated the Dialogue System with the Starter Assets in
this post. You can also watch the
Input System Tutorial and read about the Dialogue System's Input System integration in Plugins / Pixel Crushers / Common / Documentation / Input_Device_Manager_Manual.pdf.
Re: Integrate Dialogue System WIth Starter Assets Third Person Controller
Posted: Mon May 02, 2022 6:25 am
by Jat_Hero
Works perfectly with both gamepad and keyboard& mouse.
Did a little bit tweaking on DemoRegistrationInput.cs, then put it on Dialogue Manager.
Many thanks Tony.
Right now I'm trying to replicate demoscene using starter asset input as part of learning. Maybe I'll keep bothering you again later.
Re: Integrate Dialogue System WIth Starter Assets Third Person Controller
Posted: Mon May 02, 2022 8:06 am
by Tony Li
Sounds good -- ask away if any questions come up.
Re: Integrate Dialogue System WIth Starter Assets Third Person Controller
Posted: Wed May 04, 2022 4:22 am
by Jat_Hero
I did some experiment on demoscene2. I set enemies to inactive at first. When player accepted Sergeant Graves quest, I set the enemies active again using add scene event.
But, when I save / load game or transition to demoscene1 then come back to demoscene2, the enemies become inactive again. How to fix this?
Second question, how to navigate demo menu using gamepad? Or do I need to use my customize game menu?
Thanks.
Re: Integrate Dialogue System WIth Starter Assets Third Person Controller
Posted: Wed May 04, 2022 11:10 am
by Tony Li
Jat_Hero wrote: ↑Wed May 04, 2022 4:22 amI did some experiment on demoscene2. I set enemies to inactive at first. When player accepted Sergeant Graves quest, I set the enemies active again using add scene event.
But, when I save / load game or transition to demoscene1 then come back to demoscene2, the enemies become inactive again. How to fix this?
Use the
save system, and set up a Multi Active Saver to save the active/inactive states of the enemies or an Active Saver to save the active/inactive state of its parent GameObject (Enemies). Or, if you don't want to set up the save system, add a Dialogue System Trigger set to OnSaveDataApplied. Set the Conditions > Quest Conditions to check if the quest is active. If so, use the Actions section to activate the Enemies parent GameObject.
Jat_Hero wrote: ↑Wed May 04, 2022 4:22 amSecond question, how to navigate demo menu using gamepad? Or do I need to use my customize game menu?
Use your own menu, or the free Menu Framework addon available on the
Dialogue System Extras page. The DemoMenu script is a simple, legacy Unity GUI script only intended to drive the demo scenes. Since it uses basic legacy Unity GUI, it doesn't support gamepad navigation.