Hello, new to AC and learning the ropes by adjusting the sample 3d scene. My goal is to remove all mouse related ui elements and have everything be controlled by a controller. I'm using the new input system and everything seems to work so far except for the interactionUI menu. The pause menu opens fine and i can navigate and select buttons with the controller so that is all good. I believe all menus are Unity Ui Prefabs.
The problem is that even though I can trigger the interactionUI menu to show up by interacting with a hotspot, however, I'm not able to interact with the interaction icons using the controller at all. No icons are highlighted even though i have "auto select first visible element" checked. The only way to highlight the icons is by moving the mouse over them. And even after I have the icons highlighted, none of the controller's buttons work to trigger any of the use functions when they are highlighted. I also can't navigate/highlight the different icons using a controller. It's as if controller input does not work at all for this menu. Any help would be much appreciated, thanks!
Unity 2022.3.61f1
AC 1.84.3
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Welcome to the community, @games_lam.
When navigating "in-game" Menus - i.e. ones that don't pause the game or otherwise show outside of regular gameplay - you need to explicitly tell AC that it's possible to do so at runtime.
This can be done with the Engine: Manage systems Action's Direct-nav in-game Menus option, which you'll typically want to run as the Menu itself is turned on - otherwise regular gameplay Menus e.g. InGame / Inventory may become navigable when you'd otherwise want to control the Player.
In the specific case of Interaction menus, however, AC has a dedicated mode for choosing between different Interactions with a gamepad - which can be enabled by setting the Settings Manager's Select interactions by field to Cycling Menu And Clicking Hotspot. This makes use of dedicated inputs to cycle between the various cursor modes:
Got it working! Thank you!
Turns out it isn't quite working as I thought. InteractionA button works to bring up the interaction menu and the icons can be highlighted and cycled with CycleInteractions. However, I can't seem to trigger the interaction using the gamepad using the InteractionA button which I've mapped to button south. I can trigger them using a mouse click, but gamepad is not triggering the interaction although I can see the icon blink when I press the gamepad button.
Some interesting findings that WILL work is if I set the interaction menu's "ignore input?" to true. This will allow me to trigger the interaction, however the icons will not be highlighted. Another thing that will work is if I remap InteractionA to button west or something else, then that will trigger the interaction. It seems that there might be some conflict with button south? Any ideas what's going on? Thanks!
https://imgur.com/a/SAtw09l
Is anything else mapped to Button South, i.e. "UI/Submit"? It sounds like a conflict with Unity UI.
Rather than "Cycling Menu And Clicking Hotspot", try "Clicking Menu" and enabling direct-navigation of in-game Menus as I mentioned. "Cycling Menu And Clicking Hotspot" will only simulate Menu interactivity - so to have full suite of highlighting / click FX etc, it's best to select objects for real.