It works, but I have sort of a follow up question though, because it only works assigning keys that are not used on another action. Since the arrows on the input system are already linked to "cursor horizontal" action, they won't link to offsetting the page, so the "ShiftRight" input only works when linked to random keys that are not used for another action. Ideally the same horizontal arrows or a and d keys should offset the pages. I thought about removing the "cursor horizontal action, but I need to still have the "cursor horizontal" action for navigating other menus. Is there a way to solve this with Adventure creator? Like in some way changing the actions that a certain input triggers when the journal menu is open?
The use of the same keys elsewhere shouldn't affect it - is this to say that removing them from CursorHorizontal, rather than remapping ShiftRight, causes it to work?
This may be a Input System behaviour. Is there any change if you set the CursorHorizontal input type to "Pass Through"?
I was afraid to try removing the CursorHorizontal. I tried now and it still doesn't work, changing the CursorHorizontal to "pass through" also doesn't work. I'm not sure what makes it only work with keys that aren't used elsewhere in the UI action map, but apparently the problem is linked to the use of the arrow keys and a and d keys, since those don't work even when deleting the CursorHorizontal. I also tried using other keys that are linked to other actions and those work so the problem should be because of something to do with those specific keys, but I've not been able to figure out how to make it work.
If you set your Project/Player settings Active Input Handling to Both, it should be possible to move ShiftRight to Input Manager exclusively - does it respond then?
It doesn't work either, I have Active Input Handling set to Both, I'm not sure if maybe I'm naming the buttons wrong? Here are my settings when using the Input system and when using the input manager (the button is named the same, so I don't change the "alternative button input", and the controls reader GameObject Inspector. I've also tried having the input in both the input system and the input manager and won't work either. I tried checking and unchecking the "assume inputs are assigned" on the AC settings just in case and that won't work either.
Also, is there a way of previewing the texture set on a page? or avoid it getting stretched? I keep trying to adjust the size of the texture in order for it to keep it's proportions but even setting the width of the page to be extremely wide, the texture keeps getting stretched
I've used your settings and still can't recreate. Though, since the page will be open on the first page by default, and the Button is set to only show when its effective, it'll need to be flipped to the next page before ShiftLeft have an affect.
If an input is defined in your Controls asset, then it'll override the equivalent in the Input Manager. Delete the one in Controls, and temporarily rename the inputs in the Input Manager to e.g. ShiftLeft_X / ShiftRight_X. Then with "Assume inputs are defined?" checked, the Console will report any inputs it requires but cannot find. Are ShiftLeft/ShiftRight being reported here at the time the Menu (and these Buttons) are visible?
Also, is there a way of previewing the texture set on a page?
If you're using Adventure Creator as the Menu's Source, it'd be a case of temporarily setting the Graphic element's type to Normal, and then manually assigning the texture directly.
If you switch over to Unity UI, so that it's rendererd via a Raw Image component, you can set the default texture it displays to the page texture - and it'll be replaced with the correct texture at runtime automatically.
Turns out the issue had to do with me having the "enable input consumption" checked, when uncheking it everything worked Thanks for the help and sorry for all the issues...Also, the thing with the textures worked too!
Comments
It works, but I have sort of a follow up question though, because it only works assigning keys that are not used on another action. Since the arrows on the input system are already linked to "cursor horizontal" action, they won't link to offsetting the page, so the "ShiftRight" input only works when linked to random keys that are not used for another action. Ideally the same horizontal arrows or a and d keys should offset the pages. I thought about removing the "cursor horizontal action, but I need to still have the "cursor horizontal" action for navigating other menus. Is there a way to solve this with Adventure creator? Like in some way changing the actions that a certain input triggers when the journal menu is open?
The use of the same keys elsewhere shouldn't affect it - is this to say that removing them from CursorHorizontal, rather than remapping ShiftRight, causes it to work?
This may be a Input System behaviour. Is there any change if you set the CursorHorizontal input type to "Pass Through"?
I was afraid to try removing the CursorHorizontal. I tried now and it still doesn't work, changing the CursorHorizontal to "pass through" also doesn't work. I'm not sure what makes it only work with keys that aren't used elsewhere in the UI action map, but apparently the problem is linked to the use of the arrow keys and a and d keys, since those don't work even when deleting the CursorHorizontal. I also tried using other keys that are linked to other actions and those work so the problem should be because of something to do with those specific keys, but I've not been able to figure out how to make it work.
Odd behaviour - and not one I can recreate.
If you set your Project/Player settings Active Input Handling to Both, it should be possible to move ShiftRight to Input Manager exclusively - does it respond then?
It doesn't work either, I have Active Input Handling set to Both, I'm not sure if maybe I'm naming the buttons wrong? Here are my settings when using the Input system and when using the input manager (the button is named the same, so I don't change the "alternative button input", and the controls reader GameObject Inspector. I've also tried having the input in both the input system and the input manager and won't work either. I tried checking and unchecking the "assume inputs are assigned" on the AC settings just in case and that won't work either.
Also, is there a way of previewing the texture set on a page? or avoid it getting stretched? I keep trying to adjust the size of the texture in order for it to keep it's proportions but even setting the width of the page to be extremely wide, the texture keeps getting stretched
I've used your settings and still can't recreate. Though, since the page will be open on the first page by default, and the Button is set to only show when its effective, it'll need to be flipped to the next page before ShiftLeft have an affect.
If an input is defined in your Controls asset, then it'll override the equivalent in the Input Manager. Delete the one in Controls, and temporarily rename the inputs in the Input Manager to e.g. ShiftLeft_X / ShiftRight_X. Then with "Assume inputs are defined?" checked, the Console will report any inputs it requires but cannot find. Are ShiftLeft/ShiftRight being reported here at the time the Menu (and these Buttons) are visible?
If you're using Adventure Creator as the Menu's Source, it'd be a case of temporarily setting the Graphic element's type to Normal, and then manually assigning the texture directly.
If you switch over to Unity UI, so that it's rendererd via a Raw Image component, you can set the default texture it displays to the page texture - and it'll be replaced with the correct texture at runtime automatically.
Turns out the issue had to do with me having the "enable input consumption" checked, when uncheking it everything worked
Thanks for the help and sorry for all the issues...Also, the thing with the textures worked too!