Awesomesauce! Thanks for the alternatives.
I'm less hesitant to use the solution I first came up with now that I've had time to think about it. Considering it's a binding that only sets itself up via .performed for the "SkipVideo" input a…
I found a really round-about way of making this work, but hopefully there's something better?
List<ActiveList> al = KickStarter.actionListManager.ActiveLists;foreach (ActiveList a in al){ if (a.IsRunning()) { foreach (Action acti…
Just a heads-up, which you're probably already aware of, but I wanted to report it just in case. The XML mismatched documentation tag "returns" in this block of MenuElement.cs code has my IDE all in a tizzy (joking). Not very high priority…
Unfortunately the lockState solution didn't work for me either.
I ended up getting a reference to the Canvas Group that was already on my root ConversationUI instance and toggling the "Blocks Raycast" option, as suggested, and that did wo…
The good news is that it works for when I switch from keyboard to mouse input. Unfortunately, it doesn't work when I go from mouse to keyboard (while I was hovering with the mouse). I'm thinking something in Unity Input may still be raycasting.
Ill…
Thanks for the guidance! The current requested implementation is fluid, so it's been a small custom script.
Last set of questions, I think, and the controls for keyboard and mouse swapping should be working swell.
Situation: After I toggle back to…
Thanks for the heads-up on the Controls Reader! I'll look into utilizing that.
We are using a Unity UI Prefab for the Conversation menu's Source. Is that going to cause issues? Or do I just need to make any manual / code adjustments?
Also, the cod…
Thank you for the warm welcome! And, ah ha! I had the previous EventSystem object/components in the scene already, so it wasn't spawning the prefab. Errors resolved and I confirmed that the Controls asset is now successfully handling my new "Sk…
Another observation I've had is that we currently have a "SkipVideo" input mapped in the old input system (not in the Controls asset for the new system) that seems to still work, but I'd rather it not because I would prefer the new input s…
No worries, and I appreciate the response! I'll give each suggestion a try, weigh the outcomes against my needs, and let you know if I run into any trouble. Thank you, again!
Actually, I think I might have gotten it. It feels a bit too much, so I may go with the NPC idea in the long run, but for now I'm doing something like this to swap out the actual current player as a preview on the character selection screen.
Player…
Hi, Chris! Thank you for the welcome, and advice.
I may have approached the initial setup incorrectly for my intentions, now that I'm thinking more about it. Have you ever played Quest for Glory? I've got a character selection screen setup to chang…