Is it possible to configure Schematic in a way, that if you press a key at any time while it is running, you abort schematic or jump to the selected node?
Example Use case - in the cinematic part of the game, a Schematic starts Timeline/cinemachine cinematic (with Block Player Control set). The schematic has Wait node set to for example 20 seconds (during which the Timeline cinematic runs). After the 20 seconds are up, Timeline game object is deactivated again from this Schematic. I would like to be able to press a key at any time during the Wait node to jump to the selected node somewhere at the end of schematic.
Is something like this possible, i.e. having a node in schematic that would continuously and constantly test if a key is pressed and if it is, it would jump to the selected node?
I don't think "Wait for Input" or "Input key" node can be used for this, because they stop schematic while waiting for a key press...
I've got such a skip feature for schematics on my to-do list.
For a use cases like this (i.e. starting something non-schematic) it should work with the Wait For Input node. After starting the timeline/cinemachine stuff, instead of the Wait node use the Wait For Input node, which can also wait for a defined time. So, if the time runs out without press, it's the same as a regular wait node, but if the button is pressed it ends earlier and you can do what you need in that case (has separate next slots if you wait for a defined time).
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Ok, I overcame another brain fart for this :-) I use Schematics also for subtitles in cinematics and in ingame events. I use it this way:
"Show Dialogue" node to show subtitle itself then "Play sound" node to play voice-over with "Wait" enabled, so the next voiceover will start after this one is finished (no matter how long the voiceover is in each language) then "Close All Dialogues" after that so the Show dialogue always disappears before the next three nodes for next subtitle appears.
And this approach caused my brain to go on strike when I was thinking about the skip option in cinematics. :-) But it can be solved - I can use "Wait for Input" anyway (just set it to be same length as the wav). It will just get more complicated with localizations (those incredibly long German words, argh! :-D ) but it can be used.
So the cinematic with Timeline and subtitles can look something like this:
And this is how it looks in the actual cinematic (I know it's not AAA quality, although I'm still a single developer of the whole RPG game so I have only so much time for everything!):
ranwang - thank you :-) I have already finished about 2-3 hours of almost final gameplay. Although I personally see it as just a huge bag of bugs and unfinished things that I don't have time to polish properly, and I'm tearing my hair out at how much work is still ahead of me. But hopefully I'll have some investment in the future so I can hire someone to help me out a bit...
@gamingislove - one more thing that is most likely bug (unless I use it in a wrong way)
When you use Scene Object component on Item GameObject that is destroyed after pickup, the cursor icon used for this Scene Object it is "stuck" until you move cursor over another scene object.
In other words - if you move cursor over the collider of the item in scene, it properly changes back and forth between the default icon and the "pickup item" icon. But if you pick the item up and the GameObject is destroyed, the cursor for pickup stays forever (until some other Scene Object changes it).
Is there any way how to change this, so if the GameObject under the cursor disappears it would be changed back to the default one? (I'll create new forum thread for this if you want)
Can confirm this - seems like destroying doesn't cause cursor exit events in Unity. Will fix this in the next update.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
For a use cases like this (i.e. starting something non-schematic) it should work with the Wait For Input node. After starting the timeline/cinemachine stuff, instead of the Wait node use the Wait For Input node, which can also wait for a defined time. So, if the time runs out without press, it's the same as a regular wait node, but if the button is pressed it ends earlier and you can do what you need in that case (has separate next slots if you wait for a defined time).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
"Show Dialogue" node to show subtitle itself
then
"Play sound" node to play voice-over with "Wait" enabled, so the next voiceover will start after this one is finished (no matter how long the voiceover is in each language)
then
"Close All Dialogues" after that so the Show dialogue always disappears before the next three nodes for next subtitle appears.
And this approach caused my brain to go on strike when I was thinking about the skip option in cinematics. :-) But it can be solved - I can use "Wait for Input" anyway (just set it to be same length as the wav). It will just get more complicated with localizations (those incredibly long German words, argh! :-D ) but it can be used.
So the cinematic with Timeline and subtitles can look something like this:
And this is how it looks in the actual cinematic (I know it's not AAA quality, although I'm still a single developer of the whole RPG game so I have only so much time for everything!):
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames
When you use Scene Object component on Item GameObject that is destroyed after pickup, the cursor icon used for this Scene Object it is "stuck" until you move cursor over another scene object.
In other words - if you move cursor over the collider of the item in scene, it properly changes back and forth between the default icon and the "pickup item" icon. But if you pick the item up and the GameObject is destroyed, the cursor for pickup stays forever (until some other Scene Object changes it).
Is there any way how to change this, so if the GameObject under the cursor disappears it would be changed back to the default one? (I'll create new forum thread for this if you want)
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Working on dungeon crawler RPG "Paper Dungeon"
Web: www.nibo-games.com
YouTube: @nibogames