Sometimes in editor mode, it is impossible to skip speeches. I discovered why, this is because the test of mouseState is in an FixedUpdate function while the test of mouse clic is in Update function. So depending of parameters of Time and FixedTimestep in Unity, you can't skip speeches because FixedUpdate is called less than Update (and we have to capture mouseState.SingleClick at one moment precisely).
Is it really necessary to put this code in FixedUpdate function in Dialog.cs or can you put the other code in FixedUpdate function too in PlayerInput.cs.
Thanks
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