Hello, i want to ask again about response menu, On each selection like "Hmm... nah, l'll just look around!", i have already attach Continue(); on the sequence, and it immediately change the state to "...Fine, I’ll be laughing at your stupid confused face!"(the dialog entry box tu...
Hi tony, about using always auto focus and changing input device, i have set the input device to be always keyboard(unchecking detect mouse control). checking the always auto focus still does not answer my problem. i use a and d key to hover choosing yes or no, so if both unfocused, i cant hover and...
one more thing, if i clicked the screen other then the button, the current focused button become unfocused, is there any way to make the focus button not effected by cursor click on screen?
i have tried this, but it disables the yes only for few seconds, then it was focused again: protected override void ShowResponsesNow(Subtitle subtitle, Response[] responses, Transform target) { base.ShowResponsesNow(subtitle, responses, target); if (eventSystem != null) { eventSystem.SetSelectedGame...
One more thing, is there any way that the response menu starts with none selected? like at my case if player mistakenly pressed space(to continue the dialog) it probably chosed yes
Hi tony, Thank you so much for the insights! I have applied it to the wrapped subclass as follows: public class StandardUIMenuPanel : DialogueSystem.StandardUIMenuPanel { protected void SetResponseButton(StandardUIResponseButton button, Response response, Transform target, int buttonNumber) { Debug....