I have a cutscene which used to run perfectly, where two NPCS would run a dialogue loop in the background not interrupting play. With my cutscene set to run in background.
However, without seeming to have changed anything the dialogue now interrupts play and the player needs to click to skip the dialogue.
See screenshots:
Is there something I'm missing here?
Comments
Discount the other two by temporarily disabling them - when "AutoCarltonChat" runs by itself, what is the effect?
Sorry, could you rephrase that?
You'd need to implement a custom input override for the InputGetButtonDownDelegate (see the Manual's "Remapping inputs" chapter as well at this tutorial).
Essentially you'd need to check if the axis's name is "SkipSpeech", and only return "true" if the player is currently double-clicking, i.e.:
void Start ()
{
AC.KickStarter.playerInput.InputGetButtonDownDelegate = MyGetButtonDownOverride;
}
bool MyGetButtonDownOverride (string axisName)
{
if (axisName == "SkipSpeech")
{
// Only return "True" if double-clicking, see the Unity forums for examples
}
return Input.GetButtonDown (axisName);
}