Hi,
In a conversation where I have a player and no one else (Actor = Player, no Conversant is set), I'm seeing the NPC portrait still appearing. I've updated the Basic Standard Dialogue UI with some of my own images and am using the PC Subtitle Panel since I have the "Show PC Subtitles During Line" checked. The dialogue is triggered OnTriggerEnter using the DialogueSystemTrigger. All panels are disabled by default.
One thing that is curious is that the NPC panel is showing the portrait and name of the last NPC to have talked.
I've attached an image containing the Dialogue Manager settings. I feel like I'm missing something obvious, but wasn't able to find exactly this while looking through the manual.
NPC Dialogue Panel Not Hiding
NPC Dialogue Panel Not Hiding
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Re: NPC Dialogue Panel Not Hiding
Hi,
Inspect your dialogue UI's NPC Subtitle Panel and change the Visibility dropdown to Always Once Shown. If that doesn't fix it, let me know.
Inspect your dialogue UI's NPC Subtitle Panel and change the Visibility dropdown to Always Once Shown. If that doesn't fix it, let me know.
Re: NPC Dialogue Panel Not Hiding
That didn't appear to do it. It's still showing up even though it should be hidden. Both the NPC and PC panels are disabled by default
Here are the rest of the settings for the NPC panel:
And here they are for the PC Panel:
Here are the rest of the settings for the NPC panel:
And here they are for the PC Panel:
Re: NPC Dialogue Panel Not Hiding
Not sure if it's relevant, but I'm not seeing the [END] text on the last node for these conversations.
Re: NPC Dialogue Panel Not Hiding
Are you seeing [END] on any other conversations?
Open the conversation in the Dialogue Editor and select Menu > Conversation Properties. In the Inspector, set the Actor and Conversant to Player. Then look over the dialogue entry nodes. Do any of them look like they're assigned to some other actor? (The node text will have the actor's name in front, such as "Private Hart: Hello.")
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. Then play and start the conversation. This will log a lot of info the Console window. Look for a line similar to this:
Dialogue System: Starting conversation 'Title' with actor=XXX and conversant=YYY
Verify that the characters reported for XXX and YYY are correct.
Then check each line that looks like:
Dialogue System: XXX says: 'some text'
Make sure that XXX is the Player actor for all of the lines. The first one you will see is:
Dialogue System: Player says ''
It corresponds to the <START> node.
Open the conversation in the Dialogue Editor and select Menu > Conversation Properties. In the Inspector, set the Actor and Conversant to Player. Then look over the dialogue entry nodes. Do any of them look like they're assigned to some other actor? (The node text will have the actor's name in front, such as "Private Hart: Hello.")
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. Then play and start the conversation. This will log a lot of info the Console window. Look for a line similar to this:
Dialogue System: Starting conversation 'Title' with actor=XXX and conversant=YYY
Verify that the characters reported for XXX and YYY are correct.
Then check each line that looks like:
Dialogue System: XXX says: 'some text'
Make sure that XXX is the Player actor for all of the lines. The first one you will see is:
Dialogue System: Player says ''
It corresponds to the <START> node.