How to have two Dialogue System Controller running at the same time?

Announcements, support questions, and discussion for the Dialogue System.
User avatar
Tony Li
Posts: 22037
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to have two Dialogue System Controller running at the same time?

Post by Tony Li »

Hi,

Here's the test scene in which I tested the scenarios:

DS_SimultaneousConversationExample_2021-04-20.unitypackage

Please verify that it works correctly in your project. If so, you can compare it with your own setup.

The two cylinders on the left do a bubble conversation. Click on the cylinder closest to the middle to start the conversation.

The cylinder on the right does a regular screen space conversation. Click on it to start the conversation.

Some notes on how I set it up:
  • There are 4 actors with Dialogue Actor GameObjects: Regular Player, Regular NPC, Bubble Player, Bubble NPC. The Bubble actors' Dialogue Actor components are configured to use overhead bubble panels.
  • The Dialogue Manager's Subtitle Settings > Continue Button is set to Always.
  • The Bubble NPC has an Override Display Settings component to test overriding display settings. Continue Button is set to Never.
  • The Bubble NPC also points to a Standard Dialogue UI (colored blue) so it doesn't have to try to share (and conflict) with the Dialogue Manager's Standard Dialogue UI (colored default gray).
Timeberwell
Posts: 7
Joined: Sat Apr 17, 2021 2:17 pm

Re: How to have two Dialogue System Controller running at the same time?

Post by Timeberwell »

Problem persists.

And I'm using the new Input System package, which could be where the problem lies.
After opening your "Simultaneous Conversations Example", I swap the input type to the new Input System in the EventSystem, then I change the UseKey in the Selector script so I can initiate conversations.

The problem with current subtitle line disappearing when another conversation starts still exists.
After finishing the current conversation, the cyan "Dialogue UI For Bubble" under "Bubble NPC/Canvas/" kicks in, which I assume this is a dummy UI and should not be used.

This can be prevented by adding a "Override Display Settings" to regular NPC, but I still don't want the current line to disappear.

Also, what I had in mind for the Bubble conversation is done between two NPCs. In the model you provided, the Bubble conversation also goes away after choosing a choice in Regular conversation. However, this won't be a problem for me, as I intend on letting the bubble conversation happen only among NPCs.

Nevertheless, the patch fixes our other problems.
User avatar
Tony Li
Posts: 22037
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to have two Dialogue System Controller running at the same time?

Post by Tony Li »

You're correct that the cyan UI should never appear.

I still can't reproduce any issues. Here's an updated example scene with two changes:
  • It uses the new Input System.
  • The bubble conversation occurs between two NPCs.
DS_SimultaneousConversationExample_NewInputSystem_2021-04-21.unitypackage
Timeberwell
Posts: 7
Joined: Sat Apr 17, 2021 2:17 pm

Re: How to have two Dialogue System Controller running at the same time?

Post by Timeberwell »

Oh well, this is strange.

Anything else you can think of to let me try?
I'm out of ideas. I started a brand new project, and the problems are still there.
User avatar
Tony Li
Posts: 22037
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to have two Dialogue System Controller running at the same time?

Post by Tony Li »

Hi,

I just PM'ed you a copy of the example project.

If you can reproduce the issue there, please let me know the steps you used to reproduce it.

If you can't reproduce it, please compare its setup to your own project.

If you would like me to take a look at your project, please send a reproduction project to tony (at) pixelcrushers.com.
Post Reply