Delay question
Re: Delay question
Strange. In my copy it's set to Always. Maybe I uploaded an older version accidentally. In case something funny is going on with your Dialogue Manager prefab, here's a copy of the scene in which I've broken the prefab reference so if there's an issue with the prefab it won't affect the example:
TestDelay_2019-02-17.unitypackage
TestDelay_2019-02-17.unitypackage
Re: Delay question
No way!It's the same.
I've sent in private the link to my test project. (that I created from scratch).
I've sent in private the link to my test project. (that I created from scratch).
Re: Delay question
Since you require a continue button click, change this:
to this:
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Delay(10)
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Continue()@10
Re: Delay question
Same
Does it work on the project I sent u?
Does it work on the project I sent u?
Re: Delay question
Yes, it works. The only I change made was to change the Sequence's "Delay(10)" to "Continue()@10". After clicking the player response, it delays for 10 seconds then progresses to the next NPC line. As I mentioned above, the old NPC line is visible during the delay; if you don't want this, change the subtitle panel's Visibility to Only During Content.
If it doesn't work in your copy, are there any errors or warnings in the Console window? Maybe you have a typo.
If it doesn't work in your copy, are there any errors or warnings in the Console window? Maybe you have a typo.
Re: Delay question
Console is clean! (Except for: "Dialogue System: The scene is missing an EventSystem. Adding one.")
If u downloaded the same project we are on the same project!..maybe Unity version!?
Maybe I'm not understanding how the system works... if I click on Continue I expect that the delay is finished before going to the next entry...is that right?Cause at the moment it just ignore it when click continue
If u downloaded the same project we are on the same project!..maybe Unity version!?
Maybe I'm not understanding how the system works... if I click on Continue I expect that the delay is finished before going to the next entry...is that right?Cause at the moment it just ignore it when click continue
Re: Delay question
I think it's just a matter of configuring it to do what you want. Currently, this is the way it's configured:
1. Show subtitle "This is some NPC text." Wait for player to click continue button. (Subtitle stays onscreen.)
2. Show "This is a player response" menu. Wait for player to click menu button. Then menu disappears.
3. Delay for 10 seconds.
4. Show subtitle "And we're back to more NPC text." Wait for player to click continue button.
If that's not what you want to happen, what do you want to happen?
- <START>
- "This is some NPC text."
- "This is a player response."
- <Delay> -- Sequence: Continue()@10
- "And we're back to more NPC text."
1. Show subtitle "This is some NPC text." Wait for player to click continue button. (Subtitle stays onscreen.)
2. Show "This is a player response" menu. Wait for player to click menu button. Then menu disappears.
3. Delay for 10 seconds.
4. Show subtitle "And we're back to more NPC text." Wait for player to click continue button.
If that's not what you want to happen, what do you want to happen?
Re: Delay question
Yes but the 10 sec delay is ignored..
Re: Delay question
if u keep pushing continue button u can end the conversation in 2 seconds..
Re: Delay question
In my original example, the second delay demonstrates how to hide the continue button during the delay. Use the SetContinueMode() sequencer command, like this:
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SetContinueMode(false);
SetContinueMode(true)@10;
Continue()@10