-
|
I'm new to Nova UI so this might sound like a newbie question. When I click on a text field and i start typing. some of the letters like WSAD fire input to move along the horizontal and vertical axes. and I'm sure whichever other input binding out there will be triggered even though I'm typing in a text field. Is there a way to separate UI input from gameplay input so that this doesn't occur? |
Beta Was this translation helpful? Give feedback.
Replies: 2 comments 2 replies
-
|
There's a So one suggestion to handle the scenario you're describing is to have a script listening for the Hope that helps! |
Beta Was this translation helpful? Give feedback.
-
|
I am new to Nova so my follow up question may sound like a newbie question as well. I would like touch input that results in Nova handling the input to not trigger gameplay input. For example, my gameplay input is to move an item to the screen location that is touched. However, I do not want that gameplay input to trigger, if it was a Nova UI item that was touched. Is there a way to handle inputs that are resolved by Nova UI so they do not trigger additional gameplay behavior? |
Beta Was this translation helpful? Give feedback.
There's a
Text Field Selectorcomponent within the text field prefabs included in the asset. TheText Field Selectorfires two events,OnFocusedandOnFocusedLost, when the text field receives and loses focus respectively.So one suggestion to handle the scenario you're describing is to have a script listening for the
TextFieldSelector.OnFocusedevent which will be responsible for disabling your gameplay input module/manager when the focus event is fired and then will re-enable the gameplay input module/manager when theTextFieldSelector.OnFocusLostevent is invoked.Hope that helps!