Hi Chris I got it sort of working in a hacky way. What I ended up doing was by adding the SwitchInputs.cs script to the ControlsReader prefab as this prefab is in all of my scenes already. Then I adapted the SwitchInputs.cs script to the following:
…
Hi Chris sorry no this is not working. Because I am using the new input system it cannot ready the Input.anyKeyDown the script works if I switch the input system manaully.
Hi @ChrisIceBox so that is not technically what I want to do. Doe sthe ControlsReader read the gamepaf automatically? So when the player uses the keyboard and mouse the Directly-navigate Menus when paused? is false and when the player uses a gamepa…
Hi @ChrisIceBox thank you for your reply. I have added the controls to the Input Action Refrences and that is working now, thanks.
The menu source is set to use Adventure Creator.
Hi Chris, no I have tried both ways. The problem is still there. So I don't think it is an AC problem. I will try and investigate it further. Thanks for your help though.
I think it is definitely a setting I changed because if I reload the Demo settings manager it works fine. So I just got to find the setting that I changed.
Hi Chris,
thank you for your reply. I am using UFSP 1.
so normally the gameplay should pause when a conversation is run. But mine is not pausing. Here is a link to a video I captured to show you exactly what I mean.
https://youtu.be/UTKQToajR1k
…
Hello, Chris yes I do have that checked. Yes and I do have a separate menu to view the document. I use the default "Document" menu to view the document. And a separate menu to show a list of all the documents collected. But it still does n…