Using Selector component with USE_NEW_INPUT?

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cgranade
Posts: 1
Joined: Sun Dec 20, 2020 4:04 pm

Using Selector component with USE_NEW_INPUT?

Post by cgranade »

My partner and I recently started working with Dialogue System for Unity, and we were able to add it to our game's scenes and to kick off dialogue as per the quickstart tutorial at Following the documentation, we were able to use the

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USE_NEW_INPUT
setting as well to use the Dialogue Manager with an EventSystem configured for use with the new Unity Input System.

We ran into some trouble, however, with using the Selector component. When the Selector added to a Player GameObject is set to use the mouse position, we're getting lots of errors about directly using

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Input.GetAxis
after turning on the new input system. While we can work around by using the center-of-screen mode for the Selector, we wanted to quickly ask if it was possible to use mouse position with the new input system?

Thanks for the help!
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using Selector component with USE_NEW_INPUT?

Post by Tony Li »

Hi,

Yes. That got overlooked with the Selector script. On line 555 of Selector.cs, change this:

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return Input.mousePosition;
to this:

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return InputDeviceManager.GetMousePosition();
That change will be in the next release, too.
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