I'm using a Integration to start the dialogue with the Start Dialogue node, the dialog panel shows up but seems to ignore the keyboard and gamepad inputs.
The gamepad and keyboard work with both my character and the ORK's menu.
Is there any code blocking the gamepad and keyboard when using the Interaction component??
The spawned _Makinom object has a child object EventSystem, which has a Makinom Input Module instead of the Standard Input Module, which is causing the the keyboard and gamepad not to work with the Dialogue System.
So I added a new EventSystem child object to the DialogManager object, when the game is run, the _Makinom child object EventSystem didn't get spawned and the Dialogue panel works.
Now the question is what's the effect of replacing Makinom Input Module with Standard Input Module can cause? or why is Makinom Input Module messing with KB and Gamepad inputs??
I'm not sure if Pixel Crushers already finished their ORK 3 integration - but since it's handled by them, I'd recommend asking them about issues coming up with it.
As for the event system - the Makinom event system is basically the standard input module, just automatically using the accept/cancel input keys defined by Makinom. It doesn't block any controls.
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gamingislove said: I'm not sure if Pixel Crushers already finished their ORK 3 integration - but since it's handled by them, I'd recommend asking them about issues coming up with it.
Dialogue System is updated to Ork 3. Quest Machine and Love/Hate coming in the near future (I have a whole email chain with Tony about Ork and Pixel Crusher).
And @edwdcd make sure you follow the integration guide and have the correct bridges on your game objects. As well you have to add the DS input manager in its setup so it can bridge.
I have DS working great in my Ork game. Just make sure you follow the guide as I didn't have to touch the event system at all.
As for the event system - the Makinom event system is basically the standard input module, just automatically using the accept/cancel input keys defined by Makinom. It doesn't block any controls.
I have changed the Accept/Cancel and other Input Keys to the following the settings to work with the gamepad. I suppose this won't make cause any problems right with Dialogue System?? The ORK menu all work with this setting.
So I added a new EventSystem child object to the DialogManager object, when the game is run, the _Makinom child object EventSystem didn't get spawned and the Dialogue panel works.
Now the question is what's the effect of replacing Makinom Input Module with Standard Input Module can cause? or why is Makinom Input Module messing with KB and Gamepad inputs??
As for the event system - the Makinom event system is basically the standard input module, just automatically using the accept/cancel input keys defined by Makinom. It doesn't block any controls.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
And @edwdcd make sure you follow the integration guide and have the correct bridges on your game objects. As well you have to add the DS input manager in its setup so it can bridge.
I have DS working great in my Ork game. Just make sure you follow the guide as I didn't have to touch the event system at all.
Added
1. DialogueManger Prefab to the scene
Added the following components to the DalogueMager
2. Dialogue System Makinom Bridge
3. Dialogue System Ork Bridge
The prefab DialogueManager already has the InputDevicemanager added
But the dialogue panels just won't respond to my gamepad input.
Everything is pretty much default.
Did I miss anything??
Accept
Input Origin - Unity Input Manager
Input Name - Submit
Cancel
Input Origin - Unity Input Manager
Input Name - Cancel