Forum rules - please read before posting.

Version 1.84 - Unity 6.1 - Mobile Joystick and Problem Input System package

Hi,

I am continuing my learning of AC. I created a small scene with my character still in Point and Click. I then wanted to test the Direct mode. So I selected Direct, still in Mouse Keyboard. Everything worked well. So I then wanted to test in Touch Screen mode. I added the Mobile Joystick template to be able to control the character with the virtual joysticks but here I have this error concerning the Input System :

I don't really know how to correct it so that it can work with the Mobile Joysticks but also to be able to remove them if I want and go back to the classic Point to click and Mouse And Keyboard because going back to this mode in the Settings doesn't remove the Mobile Joystick overlay.

Do I need to change the script in the Input System Package?

Thank you for your answers.

Comments

  • edited August 25

    Regarding the input error I found. I changed the Active Input Handling to Both.
    Everything works properly again.

    On the other hand, the Joysticks do not work. Do I need to add a specific configuration in the Input system package of the player for the TouchScreen?

    I also tested it on my smartphone and the menu button at the bottom left doesn't work even though the inventory works. Is there a checkbox in the settings for the menu to work on smartphones?

    And also, how can I disable this overlay concerning the joystick interface?

  • The Mobile Joystick template works by spawning in its JoystickUI prefab when your game begins. This is done via the "Spawn JoystickUI" event it places in your Events Editor.

    The Events Editor can be accessed from the top toolbar, under "Adventure Creator -> Editors -> Events Editor". If you delete this event, or clear its ActionList field, it will stop the JoystickUI from spawning.

    If you've added the Input System integration template, then your Input Actions are defined in the Controls asset in your game's "Input System" folder. That's where to add/modify your inputs. However, the default values should be enough for basic functionality - Menus included - to work. Do you still have an issue with the bottom-left "Menu" button with the Mobile Joystick removed?

    This template currently relies on Unity's old Input Manager system, which is why you needed to set your Active Input Handling to Both to have it work. However, I will rectify this in the next update so that it can work with Input System as well.

    What was the specific issue with the Joystick? Were you able to grab it, but it was having no effect, or was it not reacting to touches at all?

  • Thank you I removed the action list in the event editor.

    When I'm in the editor, the menu works without any problem but on a smartphone, the menu doesn't open. The strange thing is that when I finished the 3D tutorial video I also tested on smartphone and the menu works well. However, I didn't change anything in the project I created concerning the menu and its settings.

    For the joystick, the character does not react at all. There is absolutely nothing that works with it.

  • Thank you I removed the action list in the event editor.

    When I'm in the editor, the menu works without any problem but on a smartphone, the menu doesn't open. The strange thing is that when I finished the 3D tutorial video I also tested on smartphone and the menu works well. However, I didn't change anything in the project I created concerning the menu and its settings.

    For the joystick, the character does not react at all. There is absolutely nothing that works with it.

    I wanted to test with the joystick to see what seemed best for a mobile point to click game. Because the problem is that with certain views when you place the camera, it gives small problems.

    For example, with this scene, if we click on the top face of the cube where I put a cross, the character will actually head or we will have clicked on the navmesh and the character will move away from the cube.

    The player will find it strange. So you always have to place the camera to keep a good view of the whole scene so that it can work properly.

    With your experience, what do you think is the most suitable compared to mobile for a point to click game?

    So I wanted to test with the joystick gameplay to compare. Because I especially wanted to know if it was possible if you play with the joysticks, when the character is in a trigger that you add in the hotspot in On Enter, if you could make the hotspot interaction icon appear which allows you to know that there is an object in that place and make the hotspot active to take an item or do something else. E conversely, added another trigger, this time in On exit, which disables the act and disables the visibility of the icon like a collision box in other software.

    I had done a small test where when the character is in the hotspot trigger he automatically retrieves an item but the hotspot icon does not appear when he is in the area.

  • Or is it better to keep the Point and Click mode for the smartphone rather than Direct for the more natural and intuitive side of use while keeping a clear interface rather than loaded with jostick and buttons.

  • The smartphone menu now works. Yet I didn't do anything special.

    I just removed in Global Menu Settings the prefab system event that was attached that I set to none because before there was the EventSystem_InputSystem.

  • Removing the EventSystem prefab will disable AC's Input System integration. With your Active Input Handling set to Both, you'll now be using the Input Manager for your input.

    Mobile Joystick is currently only compatible with Input Manager, so you're best off keeping it like this and you should now be able to use the joystick if you add it back in.

    Regarding your camera: you can either place the Cube on the Ignore Raycast layer to have it be "invisible" to clicks (causing clicks to be registered on the NavMesh "behind"), or place it on the NavMesh layer to have the Player attempt to get close to it.

    Having Hotspots be available based on the Player's position doesn't require Triggers. Instead, you can use AC's provided "Player Vicinity" detection mode, that causes Hotspot interactivity to be based on their presence within a Collider that's attached to the Player. It's a good choice when using Direct control and a tutorial on setting it up can be found here.

Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.