Issue with navigation using Doozy UI

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
AHAKuo
Posts: 8
Joined: Sat Dec 05, 2020 12:41 pm

Issue with navigation using Doozy UI

Post by AHAKuo »

Hello there, I've been struggling with an issue and I don't know how to fix it at all.

Let me explain briefly,

I have a pause menu that is controlled by Doozy UI, and it opens normally using Esc. I open it and navigation begins from the first button and I can navigate using my arrow keys or the WASD keys. Everything is fine there.

I can also open other menus other than the pause menu, and they all navigate just as fine, no issues.

However, I open up the dialogue on conversation start like you normally would, and the continue button is fine, and then the response panel shows up if there is a choice. The first choice is selected using Doozy UI (select on show) feature and I can navigate ok no problems.

Here's the issue. Upon leaving the dialogue screen, if I open any other menu (e.g. pause screen, inventory screen, etc..) their first buttons are selected automatically by Doozy UI. But, if I try to navigate, nothing works at all. I can't go up or down or anything. It's like the button in the menu is selected but it won't respond to my navigation.

I can fix this immediately by closing said menu (pause screen or whatelse) and then opening that menu again, then I can navigate again.

This cycle repeats every time I open any dialog screen.

Open Dialogue Screen > Navigation works in dialogue screen > Close dialogue screen > Open any other menu > navigation doesn't work but the button is selected > close said menu > open again > navigation works.


Please help me with this! I really need it to work. If you need to reproduce it. Just create any random menu using Doozy UI, and then have a button get selected automatically on show and set up the navigation with that and also set up a dialogue screen for Doozy UI.


P.S: I have followed the documentation on how to link doozyui with the dialogue system to the T. And did it exactly as it said. And this issue still happens.
User avatar
Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Issue with navigation using Doozy UI

Post by Tony Li »

Hi,

I don't know how to reproduce this. Would you please send a reproduction project to tony (at) pixelcrushers.com? Please include the exact steps I should follow to reproduce the issue.
AHAKuo
Posts: 8
Joined: Sat Dec 05, 2020 12:41 pm

Re: Issue with navigation using Doozy UI

Post by AHAKuo »

My project contains lots of assets and is quite big. Is it okay if I still send it over? I tried to re-create the same scenario in an empty scene, and it now works fine. But the actual scene where it breaks is the one where I don't know what's causing it.

Should I just package the scene and send it?
User avatar
Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Issue with navigation using Doozy UI

Post by Tony Li »

You can try exporting the scene (and the assets it depends on) as a unitypackage. But it may require the full project.

If it works when you recreate the scenario, try to identify what's different in your actual scene.
Post Reply