Multiple inputs at the same time

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AnderssonKev
Posts: 2
Joined: Tue Apr 08, 2025 1:55 pm

Multiple inputs at the same time

Post by AnderssonKev »

Hi,

I'll jump right in, I've joined a project after this system was set up so I'm not too familiar with this plugin.
We're also using Rewired.

For a good while everything worked without a problem but now we changed a bit how the visuals will work in our dialogs.
We used to have each line the player said as an input prompt (like the multiple options but only one line) but we've now decided to have it as a normal line like the NPCs (sorry if I'm not using the correct terminology) and once we changed to this, every time you click to progress in the dialog it's like it register 3-5 "clicks" and flash through the dialog.

I can't for the life of me figure out why. I think it has something to do with the "interact" action that we use to start the dialog and then we also have the same button on the controller for UISubmit (different category). Because if I move so Interact and UISubmit aren't using the same button then it works as intended. This also happens on Keyboard when pressing the Interact button during dialogs.

We've got the InputDeviceManager Rewired attached as well.
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Appreciate any help as I feel quite lost.
Regards,
Kevin
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Tony Li
Posts: 23251
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple inputs at the same time

Post by Tony Li »

Hi Kevin,

The Submit and Back inputs on the Dialogue Manager's Input Device Manager aren't used in dialogue UIs (i.e., active conversations). Instead, the dialogue UI uses the plain old Unity UI EventSystem. In your case, the EventSystem should have a RewiredStandaloneInputManager.

Check that the dialogue UI doesn't have any scripts that read Rewired's Player.GetButton() instead of GetButtonDown(). If you have a special script that reads input to advance the conversation or select menu buttons, it should use GetButtonDown() or GetButtonUp().
AnderssonKev
Posts: 2
Joined: Tue Apr 08, 2025 1:55 pm

Re: Multiple inputs at the same time

Post by AnderssonKev »

I appreciate the fast reply!

I see, the game shouldn't have anything external that progress the dialog (that I'm aware of) but if I remove the "Rewired Standalone Input Module" from the Event System object. It seems to work as intended until you get a multiple dialog choice (can't navigate or press submit). What I mean is the input now just steps through one dialog line at a time as expected.

One thing I've noticed is that the response options don't get a "Continue Button" with a UI Button Key Trigger.

Could the proximity Selector have something to do with this? Since that's how we start dialogs.
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Tony Li
Posts: 23251
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple inputs at the same time

Post by Tony Li »

It sounds like there's a configuration issue with Rewired and/or the Rewired Standalone Input Module. Please check that it isn't sending multiple inputs when you press whatever you've mapped your Submit input to.

If that doesn't help, can you send a reproduction project to tony (at) pixelcrushers.com?
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Tony Li
Posts: 23251
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple inputs at the same time

Post by Tony Li »

Hi Kevin,

I replied to your email. The solution is to remove the UI Button Key Trigger components from the continue buttons.
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