UCC Integration Question
UCC Integration Question
I use the third person view and have a slight issue. If I follow your tutorial and have Converse unequip my melee weapons the mouse does not become visible. But if I leave the weapon in hand it works fine. Not a big deal, but wondering if maybe its due to a timing thing. As my player is unequiping his weapon the dialogue tree is coming up and the mouse gets turning on then off. Is there a way to delay the dialogue until the player has fully unequiped weapon.
Re: UCC Integration Question
Hi,
Here are some things to check/try:
Here are some things to check/try:
- Converse ability: Disable Gameplay Input is ticked.
- Dialogue Manager > Input Device Manager: Detect Mouse Control & Control Cursor State ticked.
- Dialogue System Trigger: Show Cursor During Conversation ticked.
- Call UnityInput.DisableCursor = false
Code: Select all
public class EnableCursorInConversations : UnityEngine.MonoBehaviour {
void OnConversationStart(Transform actor) {
GetComponent<Opsive.UltimateCharacterController.Input.UnityInput>().DisableCursor = false;
}
void OnConversationEnd(Transform actor) {
GetComponent<Opsive.UltimateCharacterController.Input.UnityInput>().DisableCursor = true;
}
}
Re: UCC Integration Question
Thanks, I had to use the latter to fix the mouse issue. The other methods i had already tried or didn't work. I have the functionally I want so i'm good to go. Thanks.
Re: UCC Integration Question
It's possible another passive ability or something else was setting the cursor back. I'm glad that it sounds like you got it working.