Ink integration issues
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Ink integration issues
I'm trying to integrate Ink and have followed the instructions. The example runs well. But my own story doesn't. So I hooked up the example story and it turns out I have the same issues with it, such as in this image - i.e. an old line is shown as a selection list, when I don't even have a selection in that part of the conversation!
It then continues like that, with the Narrator ("story") repeating lines, and again other lines showing up as choices again (second image):
I've tried to narrow it down, unchecked and checked pretty much every setting I could imagine to be related, and nothing works.
What could possibly be going on here?
My subtitle settings are: I'm using a shared dialog UI (actor and conversant use the same window).
It then continues like that, with the Narrator ("story") repeating lines, and again other lines showing up as choices again (second image):
I've tried to narrow it down, unchecked and checked pretty much every setting I could imagine to be related, and nothing works.
What could possibly be going on here?
My subtitle settings are: I'm using a shared dialog UI (actor and conversant use the same window).
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Re: Ink integration issues
Hi,
Can you send a reproduction project to tony (at) pixelcrushers.com?
Your dialogue UI looks similar to the WRPG Template Standard Dialogue UI, so I opened the Dialogue System Ink Integration Example scene and assigned the WRPG UI to it. It seems to work as intended:
Can you send a reproduction project to tony (at) pixelcrushers.com?
Your dialogue UI looks similar to the WRPG Template Standard Dialogue UI, so I opened the Dialogue System Ink Integration Example scene and assigned the WRPG UI to it. It seems to work as intended:
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Re: Ink integration issues
That's a good debug idea. Before zipping up a couple GB, I'll try along that route.
So I opened up the example and assigned my UI prefab and indeed, it works. So the issue isn't in the UI, it must be somewhere in how I've set up the Dialogue Manager, I figure. I'll see if I can find the problem there. If not, I'll send you a DL link. Thanks!
So I opened up the example and assigned my UI prefab and indeed, it works. So the issue isn't in the UI, it must be somewhere in how I've set up the Dialogue Manager, I figure. I'll see if I can find the problem there. If not, I'll send you a DL link. Thanks!
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Re: Ink integration issues
first find: The "Player Dialogue Text Follows Response" was unchecked in my setup, and is apparently responsible for the duplicate lines. When I uncheck it in the example, the line "...and I could contain myself no longer" is duplicated, once by Player and once by Monsieur Fog. This happens in both my UI and the Basic UI.
Re: Ink integration issues
Is there any reason why you can't have that checkbox ticked?
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- Posts: 150
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Re: Ink integration issues
uploading project now. I got as far to see that it actually does add the link here, after picking the first answer:
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Re: Ink integration issues
Great! Ink's logic works a bit differently from typical conversation trees. I think it's split about 50/50 between devs who need the checkbox unticked versus ticked depending on how their UIs are set up. If you're accumulating text like in your UI, ticked is the way to go.
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Re: Ink integration issues
Excellent.
Recommendation: Include that statement into the 3rd party integration page somewhere.
Recommendation: Include that statement into the 3rd party integration page somewhere.
Re: Ink integration issues
Already added to the next update's documentation. I'm still investigating the issue we discussed in email about Always Force Response Menu. I expect to have the fix for that in the next update, too.