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interactions with cycling menu

Hi Chris,
sorry to bother you buy I've been stuck on this for days.
I'm trying to let the player choose the interactions through cycling menu.
I have mapped the CycleInteractions input both to mouse and to controller inputs using the integration with the new input system and they work fine. The interactions menu is showing up with the related interactions, the interactions cycle perfectly but they don't launch. The 'InteractionA' input works on the menu and not on the hotspot as the icon is pressed but the selected interaction does not launch. I tried to ignore input in the Interactions Menu inspector and in this way the interactions work but the player cannot see which icon is selected.
Unity 2022.3.17f1 AC 1.83.0
interaction method: choose hotspot then interaction
select interactions by: cycling menu and clicking hotspot
see interactions with clicking hotspot
lock cursor in in screen's centre: Y
hide cursor when locked: Y
input method: issue with both 'keyboard or controller' and 'mouse and keyboard'

Thanks for yor time.

Comments

  • Thanks for the details - I'll attempt a recreation.

    What is your Menu's Source set to - are you using Unity UI? It sounds like this might be a bit of an edge-case with the Input System integration.

  • Hi Chris, the menu source is set to Unity UI prefab, and the canvas is the original Interaction UI prefab. If I change that to AC it works.

  • It's a bit of an edge case, this. While not the cleanest solution, it should be that you can brute-force through this by keeping Ignore input? checked, and attaching this script to each of the Item slot Button GameObjects the UI prefab:

    using UnityEngine;
    
    public class ForceEnableButton : MonoBehaviour
    {
        void LateUpdate ()
        {
            GetComponent<UnityEngine.UI.Button> ().interactable = true;
        }
    }
    
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