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The current GUI doesn't seem to have a system for focusing windows to prevent unwanted inputs from affecting other aspects of the simulations. This was discovered by opening up the settings menu and using WASD to move the sub, which intuitively shouldn't happen since you want the focus to be on the settings menu.
For the future, this is especially relevant if other systems are created (more than just control the sub with keyboard inputs and type stuff into the one field of the settings menu.)
Solution Information
Either Unity already has some kind of focus system that just needs to be researched or one needs to be created. Most likely a focus manager that somehow keeps track of what is allowed to be affected by inputs (keyboard and mouse).
The issue is that other aspects of the sim shouldn't have to be affected internally (ie having a "isFocused" method needing to be called everywhere as that's too much coupling) yet somehow the manager needs to allows inputs to flow through itself and filtered out to other game objects that require it.
The text was updated successfully, but these errors were encountered:
Semi-resolved in commit ec6ca17. Upon pressing settings button, it calls the HUDFocus script's method onFocus(). This sets Time.timeScale to 0 which essentially pauses the game for Rigidbodies.
Feature Information
The current GUI doesn't seem to have a system for focusing windows to prevent unwanted inputs from affecting other aspects of the simulations. This was discovered by opening up the settings menu and using WASD to move the sub, which intuitively shouldn't happen since you want the focus to be on the settings menu.
For the future, this is especially relevant if other systems are created (more than just control the sub with keyboard inputs and type stuff into the one field of the settings menu.)
Solution Information
Either Unity already has some kind of focus system that just needs to be researched or one needs to be created. Most likely a focus manager that somehow keeps track of what is allowed to be affected by inputs (keyboard and mouse).
The issue is that other aspects of the sim shouldn't have to be affected internally (ie having a "isFocused" method needing to be called everywhere as that's too much coupling) yet somehow the manager needs to allows inputs to flow through itself and filtered out to other game objects that require it.
The text was updated successfully, but these errors were encountered: