Player Movement in Unity Timeline

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
nickjh82
Posts: 2
Joined: Sun May 24, 2020 4:28 am

Player Movement in Unity Timeline

Post by nickjh82 »

Hi,

Loving the system so far but I've hit a snag which is most likely an easy fix, yet can't find a solution for (or I've not searched well enough!).

I'm basically trying to kill player movement which I had previously successfully done by disabling my movement script in the 'Dialogue System Events' > Conversation events > On Conversation Start (transform).

However, after triggering a conversation start in the Unity timeline (StartConversationClip) the player still regains control of the player during subtitle text.

Things to note:

I've recently moved to the new Unity input system
I'm using standard dialogue UI, but with subtitles moved to characters for speech bubbles.

Is there extra I need to do with either the new input system or the Unity timeline as apposed to regular conversation?
User avatar
Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Player Movement in Unity Timeline

Post by Tony Li »

Hi,

I don't think the input system is a factor in this, nor are bubble subtitle panels.

Do you need to disable player movement during the entire timeline or only during the conversation part?

Are you starting and stopping the conversation during the timeline, or only using StartConversation and ContinueConversation clips?

Temporarily set the Dialogue Manager's Debug Level to Info. This will log several lines to the Console window / output log. Look for:

Dialogue System: Starting conversation 'XXX' with actor=AAA and conversant=BBB

where AAA and BBB are the GameObjects being used as the conversation actor and conversation conversant. Make sure one of them is the player with the Dialogue System Events component. The On Conversation Start event message is only sent to the actor and conversant GameObjects (and the Dialogue Manager GameObject). The StartConversation clip assumes the track's assigned GameObject is the actor GameObject. You can assign a conversant GameObject to the clip; otherwise it will try to use an appropriate GameObject according to Character GameObject Assignments.
nickjh82
Posts: 2
Joined: Sun May 24, 2020 4:28 am

Re: Player Movement in Unity Timeline

Post by nickjh82 »

Awesome, issue solved.

Just to clarify, I wanted to disable movement just during conversation and I was only using StartConversation as it was a bit of a monologue with a single actor.

By checking the debug info, I discovered that I hadn't assigned a conversant to the unity timeline AND the Character GameObject assignment was set to an incorrect object. :roll:

So fixing the issue was just a case of fixing one or the other. Both worked and I've learned a new way to debug issues.

Many thanks!
User avatar
Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Player Movement in Unity Timeline

Post by Tony Li »

Glad to help! :-)
Post Reply