Heya.
I downloaded the Disco Elysium-style chat log, because I think it's perfect for a game I'm working on. It mostly works great.
My ideal set up would be to have this closed by default but opening both during conversation AND during speech (and togglable open/closed with a button). This way, if my character is commenting on something in a scene, the window opens up, but it also opens and remains open during dialogue.
The main issue, though, is that when I build the game and run a conversation, the mouse cursor is invisible. Occasionally I can see that mouse cursor must be kind of working, because if I get lucky I can select the dialogue options. But it's really hard.
For now I have the keyboard select option running so I can select dialogue options by number but ideally I'd prefer mouse and keyboard to work.
To try and troubleshoot this I made two Menu versions of the chat log - one that triggers during speech and one that triggers during conversations (but the cursor issue started before I tried this solution).
I have screen shots of the setups for both menus, plus the Interface section of my game settings.
If it's useful to know, I'm using AC 1.84.3, Unity 6000.0.39f1.
If this isn't something the chat log can do, that's fine - better to know than spend more time on it. But just thought I'd ask the experts.
Thanks in advance.
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Comments
The presence of the ChatLog by itself shouldn't prevent the mouse from showing. It looks like you're using the Menu system to set show/hide rules for the UI's display - the Menu itself has zero elements/size, right?
It might be a case of certain ActionLists running at the time that are blocking gameplay inadvertently - you can set an ActionList's When running field to Run In Background to prevent this, if this is the cause.
Try enabling the AC Status box from the bottom of the Settings Manager, and checking it when the issue occurs. Is the game in Cutscene mode at the time? How the cursor reacts to cutscenes depends on the Cursor Manager.