Cant use item after dialogue/quest dialogue

Grannyboy

Active member
Im not 100% sure what is causing this error, if its the dialogue/quest system or the inventory system or the Third person controller...

The following video contains my issue. What we see is my character equipping a melee weapon (standard controller weapon) and using it as expected.
After my interaction with the NPC using the Dialogue system by Pixel crushers the item is unusable. When the conversation ends im spamming Use ability but nothign happens. But after opening and closing the inventory everything works fine again.

https://streamable.com/7jl7wf

My question is if there is a way of brute forcing the close down of the dialogue so that items are useable instantaneously?

Worthe to mention is also this video:
https://streamable.com/o8ogti
Here you can clearly see when I have the cursor outside the Game window in the editor, the item (kick) is usable. But as soon as the cursor is outside the game window in the editor the item is usable.

I've been looking for some sort of editor only code that could cause this but to no avail...

The UCC and Dialogue demo scene works as intended, but that scene uses the controllers inventory and not the UIS. Otherwise I have it all set up the same.
 
I just tried this with my back up character that uses the controllers inventory and then it works perfectly. There seem to be some setting somewere with the UIS system that clashes with the dialogue system.

Could it be the way of disabling gameplay input dusing conversation that missmatches between the UIS and TPC? Since the cursor etc is handled by the UIS and not the Controller?
 
I think I solved it!
There is a miss match between how to pause gameplay between the controller and the intentory system.

If you are using UIS integrated with TPC you should not enable and disable cursor in the Unity input script as explained in the integration documentation for the dialogue system. (https://www.pixelcrushers.com/dialogue_system/manual2x/html/ucc.html)

1682239221665.png

Instead you can use the provided UCCMenuUtility script on the Dialogue UI prefab:
1682239261308.png

Then call OnOpenMenu and OnCloseMenu on the Dialogue panel:
1682239329659.png
 
You could also move UCCMenuUtility to your player GameObject. Add a DialogueSystemEvents component to the player. Then configure the OnConversationStart() event to call UCCMenuUtility.OnOpenMenu and OnConversationEnd() to call UCCMenuUtility.OnCloseMenu.
 
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