Hi
I want to take control over mouse clicks on my inventory menu.
I've written the following code as a test:
private void Start()
{
KickStarter.playerInput.InputGetMouseButtonDownDelegate = MyGetMouseButtonDown;
}
private bool MyGetMouseButtonDown(int btnPressed)
{
return false;
//return Input.GetMouseButtonDown(0);
}
This works fine with an source AC menu - no clicks are registered and nothing happens when clicking on a menu element.
But my menus are source Unity in Scene and when I shift to this the override has no effect - the inventory menu behaves as normally, registering left end right clicks.
Do input overrides only work with AC menus?
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Comments
Yes - Unity UI input is set by the EventSystem and associated input module.
AC has it's own such module that will be spawned automically, but you can override this by creating a new EventSystem prefab and assigning it at the top of the Menu Manager.
If you use Unity's top toolbar to create a new UI -> Event System, you can modify the "Submit" input button to your own needs, make it a prefab, and then assign it in the Menu Manager.
Logic and simple.
Great - it works for me now - thanks!