Bark Sequence Only Run Once

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dhishii
Posts: 16
Joined: Fri Dec 20, 2019 4:00 am

Bark Sequence Only Run Once

Post by dhishii »

Hi,
I have my barks set up like this. https://imgur.com/a/psmrNuN
I'm trying to replicate subtitles, that appear an an image, with audio overlay to play once and stop.

I tried setting up a Variable and Dialogue System Trigger to run once. But, it only plays the first bark and stops.

Is there a better way I should do this? Or am I doing something wrong?

Thanks!
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Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Sequence Only Run Once

Post by Tony Li »

Hi,

Barks only show one line of dialogue.

If you want to show all 4 lines in sequence, use a conversation. Link the nodes in the order they should appear:

convLines.png
convLines.png (7.86 KiB) Viewed 1239 times

Since your character already has a bark UI, add Bark Dialogue UI and Override Dialogue UI components. Assign the Bark Dialogue UI to the Override Dialogue UI. Then change the Dialogue System Trigger to start a conversation instead of playing a bark.

Alternative method: Alternatively to using the bark UI, you can run it as a regular conversation using a custom overhead subtitle panel for the character. See the Bubble Subtitle Example on the Dialogue System Extras page for an example.
dhishii
Posts: 16
Joined: Fri Dec 20, 2019 4:00 am

Re: Bark Sequence Only Run Once

Post by dhishii »

Thanks Tony,
I tried the first way, but the subtitles didn't show up in the Bark UI panel when I set it up according to the instructions. It only played the audio file linked to the dialogue entry

I downloaded the example bubble subtitle package and want to use that. However, the it doesn't play the first conversation. I followed how the example scene is set up. But nothing happens.
https://imgur.com/IZcRbDR
https://imgur.com/LsaOQW6
https://imgur.com/CBRRR20
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Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Sequence Only Run Once

Post by Tony Li »

Hi,

Does the example scene work?

Did you change the <START> node? If so, try changing its Sequence back to Continue().

What is the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button mode set to?

Since the player is speaking through barks, make sure to untick Display Settings > Input Settings > Always Force Response Menu. Otherwise it will show a response menu and stop there.
dhishii
Posts: 16
Joined: Fri Dec 20, 2019 4:00 am

Re: Bark Sequence Only Run Once

Post by dhishii »

Yes the example scene works.
It turns out it wasn't working because I had separate canvases (found the fix in another thread) and another asset I'm using was filling the empty Screen Space camera with a camera, causing it to not appear.

Thanks for your help!
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Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Sequence Only Run Once

Post by Tony Li »

Glad you got it working! :-)
cptscrimshaw
Posts: 113
Joined: Sun Sep 20, 2020 8:21 pm

Re: Bark Sequence Only Run Once

Post by cptscrimshaw »

Sorry for necroing the thread, but I'm trying to implement this exact thing and can't get the bark UI to show up instead of the normal dialogue UI. I have a gameobject with a Dialogue System Trigger set to start conversation. I added an Override Dialogue UI and a Bark Dailogue UI component:

https://ibb.co/gwT0MWq

I'm wondering if my conversation may be set up incorrectly?

https://ibb.co/0qs1ZCK
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Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Sequence Only Run Once

Post by Tony Li »

Hi,

The conversation will only use the Override Dialogue UI component if it's on the Conversation Actor or Conversation Conversant. In that Dialogue System Trigger, both are set to the GameObject named "Player", but the Override Dialogue UI component is on the Rod in the Stone GameObject.

Try setting the Conversation Conversant to Rod in the Stone.
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