Using the Quest Journal with the Keyboard

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Ameliyn
Posts: 1
Joined: Fri Jul 22, 2022 5:42 pm

Using the Quest Journal with the Keyboard

Post by Ameliyn »

Hello,

I'm creating a web-based game that only uses the keyboard (no mouse). I'm trying to use the pixel crushers quest journal, but I can't seem to find a way to select each quest to see their details, or to turn on and off tracking with the keyboard. When I open the quest journal, all I can select are the "close", "Active" and "completed" buttons.

Does the quest journal have a setting that allows it to be controlled via the keyboard? If so, where is that setting and how do I use it?

Also, I noticed when I have a quest with entries, the detailed display of the quest shows the success text at all times, even when a quest isn't completed. Did I hook something up wrong or are others having this problem? In the image you can see the initial quest I give players ("Clean up the House"). I turned on the flag to have it select the quest details on start so the details show up on the right. I changed the "ActiveQuestHeadingTemplate" to yellow so that I could see which template is being used to show the Success Description (and as seen, the success description "You stored your things!" is in the detailed description).

Thanks for all your help!
QuestJournalBroken.PNG
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Tony Li
Posts: 22102
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using the Quest Journal with the Keyboard

Post by Tony Li »

Hi,
Ameliyn wrote: Fri Jul 22, 2022 6:02 pmI'm creating a web-based game that only uses the keyboard (no mouse). I'm trying to use the pixel crushers quest journal, but I can't seem to find a way to select each quest to see their details, or to turn on and off tracking with the keyboard. When I open the quest journal, all I can select are the "close", "Active" and "completed" buttons.

Does the quest journal have a setting that allows it to be controlled via the keyboard? If so, where is that setting and how do I use it?
The context of your message and screenshot indicate that you're using the Dialogue System for Unity, not Quest Machine. If you're using the Dialogue System, please see this post.

If you do intend to use Quest Machine instead, it does support keyboard navigation. Add the Input Device Manager prefab to your scene, or add an InputDeviceManager component to your Quest Machine GameObject -- both don't do both. There can only be one InputDeviceManager component in the scene. If your scene has a Dialogue Manager GameObject, it already has an InputDeviceManager component.

The Input Device Manager handles input operations such as detecting whether you're using a keyboard, mouse, joystick, etc. If you're using a keyboard or joystick, it keeps a UI element focused (selected) so you can navigate them using the keyboard or joystick. If you're using a mouse, it doesn't keep a UI element focused unless you tick the Input Device Manager's Always Auto Focus checkbox.

So there are two ways to ensure that you can navigate Quest Machine UIs with the keyboard:

1. Tick Always Auto Focus, or

2. UNtick Detect Mouse Control to prevent the Input Device Manager from detecting the mouse and switching to Mouse mode.

Assuming you're using Quest Machine's quest journal UI, inspect it and tick Misc > Show Track Button In Details. This will allow you to navigate with the keyboard to a quest's Track button in the Details section to toggle tracking on and off.
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