I've finally managed to get Direct Navigation working properly inside AC (thanks to all the forums, and New Input System information available!)
Is it possible to set things up so you can use both Direct Navigation and Mouse for menus? If I disable "Directly Navigate Menus When Paused", it allows me to use the cursor.
I could do this on the fly depending on which input is detected (KB/M or Controller), but I'd prefer if I could use both together so whatever people prefer they can use?
Thanks!
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Using Input System isn't necessary for direct-navigation - but if you are using it, uncheck Auto Disable UI Clicks in your EventSystem_InputSystem prefab (the one assigned at the top of the Menu Manager).
Thanks, Chris.
I must be missing something else here too. When using "Directly Navigate Menus When Paused", the cursor doesn't show and where the mouse is does not respond to clicks even with the "Auto Disable UI Clicks" on. As soon as "Directly Navigate" is turned off, it works.
I have tried setting up a global event when any menu turns on, to also turn the cursor on, but it doesn't do that. Maybe the "Directly Navigate" overrides that?
In my event system I have:
1. Event System
2. Input System UI Input Module
3. Controls Reader
4. Player Input
Everything is assigned in here as I believe it should. It's getting late here so I'll fiddle around more with it tomorrow, in case I'm missing something simple.
Also, I'm using Unity 6000.0.36f1 and AC 1.82.1.
It does. Uncheck it, and try instead using a Menu: Select element Action to force the selection of an element when it turns on.
Chris, you're an absolute legend. Thank you so much! That combined with events + active inputs has fixed my menus