I hope you're well. I'm not sure if this is an AC, DS or Unity issue. I updated to the latest AC and DS releases which didn't affect my Player but after just tweaking an interaction, nothing related to movement the Player (Dawes) the talking animations don't play at all. There's no error message. The animations do work when checking. I don't think I've changed anything at all. Below is the sequence you sent me and it's still present. I tried unmuting the transitions from the DawesIdle blend tree to the DawesTalk blend tree and the talking animations don't work either. I'm really confused. Do you have any suggestions?
Are there any errors or warnings in the Console window?
I couple people have reported that they lost customizations to their Dialogue Manager prefab when they updated DS. This is because a recent DS version included a newer version of the prefab. Please check your Dialogue Manager prefab and make sure it still looks correct.
If you temporarily set the Dialogue Manager's Debug Level to Info and play the conversation, it might give you some insight into what's happening.
Also feel free to send a copy of your project to tony (at) pixelcrushers.com. I'll be happy to take a direct look. The best way to pack it up is to zip up the Assets and ProjectSettings folders. You don't have to send any other files or folders.
Everything appears as it should I believe. I'm not sure if the below helps at all? These are the messages I get when the Player says a line. No error warnings in the Console. I customised my DM and called it 'Dialogue Manager 1'. The only thing that I think stands out is this code: Dialogue System: Sequencer.Play( None()@0 ). Apologies for the massive messeage, I've copied the info below, if this helps.
Could I just zip up one scene if it comes to that as my project is getting pretty large now?
In the Dialogue Actor script for my player the menu and subtitle panels are set to default. When allocating them to my Dialogue Manager 1's subtitle panels, no subtitles appear with the dialogue on play.
Dialogue System: Bay_Dawes_Prefab Player 2019 1 1 says 'Whoa! What was that? '
Do you see any lines that start with:
Dialogue System: Sequencer
The first one (Dialogue System: Sequencer.Play( None()@0 )) is fine. That just means that the START node doesn't play a sequence. But each Character says 'Text' line should be followed by some Sequencer lines.
In your Dialogue Manager 1, is your dialogue UI assigned to the Dialogue Manager's Dialogue UI field?
In the dialogue UI, are the subtitle panels assigned to the Subtitle Panels list?
I think after a bit of investigation my Player Prefab is broken, the Talking blend tree anyway so I'm going to rebuild it and see if that fixes it. My NPCs are working fine so the issue must be my end. I'll come back to you tomorrow with the results. For info, the answers to your questions are below. The animation controller doesn't seem to activate and I get a new error.
In your Dialogue Manager 1, is your dialogue UI assigned to the Dialogue Manager's Dialogue UI field?
Dialogue UI is set to In your Dialogue Manager 1, is your dialogue UI assigned to the Dialogue Manager's Dialogue UI field? which is a child of the Canvas in DM1.
In the dialogue UI, are the subtitle panels assigned to the Subtitle Panels list?
The subtitle panels are indeed set. Element 0 = the NPC Subtitle Panel and Element 1 = PC Subtitle Panel.
Anyway, please let me know if rebuilding the player prefab fixes the issue. If not, feel free to send a copy of your project to tony (at) pixelcrushers.com. I'll be happy to take a look.
After all that, rebuilding the player prefab fixed whatever the issue was. Very odd as I didn't touch it at all. Sorry to have wasted your time! But so glad I got it fixed! I'm getting close(ish) to releasing a demo so I can get cracking again now.
Thanks as always for your help, it's really appreciated!