Hello, I am having an issue troubleshooting this.
When my conversation (in Visual Novel template style) starts between just two people (Actor: Player and Conversant: NPC) everything works just fine.
When I have a conversation with three people and using empty game objects with a Dialogue Actor component (to help define Portrait positions and Subtitle Colors) in reference to the conversations, the conversations work 90% of the time. Every 10% or so the conversation will hang at the first character's conversation node and will display no text, no continue button. I have Cancel Subtitle Input mapped to a different button on an Xbox One controller so I am able to continue/skip that way but lose what the first node was supposed to say. When this happens, the normal button used to continue text does not work.
It seems to happen at entirely random times as well. Whether I press the continue button quickly or normally, it doesn't seem to matter. Sometimes I can do the conversation normally 15 times in a row and sometimes it will freeze on the first node twice in a row.
I have tried to reproduce this freeze in other conversations but have only been able to replicate it when I have 3 way conversations using objects with Dialogue Actor components.
Any help would be much appreciated! Pretty novice to begin with but don't think I significantly changed any settings.
Dialogue freezes on first node with multiple actors
- foxfoxwaltz
- Posts: 5
- Joined: Mon Aug 02, 2021 1:17 am
Re: Dialogue freezes on first node with multiple actors
Hi,
Please temporarily set the Dialogue Manager GameObject's Other Settings > Debug Level to Info. Then play the conversation. If it works correctly, make a note of what's logged in the Console window. Then reproduce the issue and note what's logged in the Console. Is anything different logged, such as an error or warning? If not, does the point at which the logs stop provide any hints to the issue?
Please temporarily set the Dialogue Manager GameObject's Other Settings > Debug Level to Info. Then play the conversation. If it works correctly, make a note of what's logged in the Console window. Then reproduce the issue and note what's logged in the Console. Is anything different logged, such as an error or warning? If not, does the point at which the logs stop provide any hints to the issue?
- foxfoxwaltz
- Posts: 5
- Joined: Mon Aug 02, 2021 1:17 am
Re: Dialogue freezes on first node with multiple actors
Hello, I ran the game with Dialogue Manager GameObject in Debug and under INFO. I expanded as much of the options as I could find and played the game. No errors pop up on the console and as far as I can tell, everything looks about the same between the two unless it is such a tiny thing I am overlooking. I tried to take photos as well of it during the error.
The first 2 photos in-game shows the Player talking to the robot and getting a response. The third photo in-game shows the blank response that randomly pops up.
The last ones are my inspector with the debug info. Any additional tabs to open and check on these menus?
The console shows no errors or any information pop ups. I can proceed through the conversation if I press my cancel button on my controller but pressing the submit button to usually continue the conversation does nothing when this happens.
Thanks again for any help!
Start of convo reply in convo restart of convo with issue reproduced Dialogue Manager GameObject running in debug INFO
The first 2 photos in-game shows the Player talking to the robot and getting a response. The third photo in-game shows the blank response that randomly pops up.
The last ones are my inspector with the debug info. Any additional tabs to open and check on these menus?
The console shows no errors or any information pop ups. I can proceed through the conversation if I press my cancel button on my controller but pressing the submit button to usually continue the conversation does nothing when this happens.
Thanks again for any help!
Start of convo reply in convo restart of convo with issue reproduced Dialogue Manager GameObject running in debug INFO
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Re: Dialogue freezes on first node with multiple actors
Hi,
Please play the conversation while the Dialogue Editor window is open on the conversation. As each node plays, Dialogue Editor will color the node green. When the issue occurs, is any node green?
Also, when the issue occurs, what are the last 5 lines in the Console window?
Also, if possible, please take screenshots by pressing Alt+PrtSc instead of taking photos. This will copy a screenshot to the clipboard. You can then paste it into a paint program and save it as an image file. This will make it easier to see the images.
Please play the conversation while the Dialogue Editor window is open on the conversation. As each node plays, Dialogue Editor will color the node green. When the issue occurs, is any node green?
Also, when the issue occurs, what are the last 5 lines in the Console window?
Also, if possible, please take screenshots by pressing Alt+PrtSc instead of taking photos. This will copy a screenshot to the clipboard. You can then paste it into a paint program and save it as an image file. This will make it easier to see the images.
- foxfoxwaltz
- Posts: 5
- Joined: Mon Aug 02, 2021 1:17 am
Re: Dialogue freezes on first node with multiple actors
Hello, opened up the console and saw this alert when starting the conversation in general:
"Dialogue System: Another conversation is already active. Not starting 'Test convo 001'.
UnityEngine.Debug:LogWarning (object)"
I have the Player with a Dialogue Actor component and Proximity Selector interacting with the GameObject with a Dialogue System Trigger and Usable components. Dialogue System Trigger has the GameObject as the Conversation Conversant and the Conversation Actor is None. Do I have some redundancy somewhere where it is trying to start the conversation more than once on Fire1?
(There are two conversants with their own GameObjects and Dialogue Actor components in the scene as well)
I appreciate any help and response!
"Dialogue System: Another conversation is already active. Not starting 'Test convo 001'.
UnityEngine.Debug:LogWarning (object)"
I have the Player with a Dialogue Actor component and Proximity Selector interacting with the GameObject with a Dialogue System Trigger and Usable components. Dialogue System Trigger has the GameObject as the Conversation Conversant and the Conversation Actor is None. Do I have some redundancy somewhere where it is trying to start the conversation more than once on Fire1?
(There are two conversants with their own GameObjects and Dialogue Actor components in the scene as well)
I appreciate any help and response!
Re: Dialogue freezes on first node with multiple actors
Hi,
Prior to that line in the Console, do you see any lines like the one below?
Dialogue System: Starting conversation 'Title' with actor=X and conversant=Y
Also look for:
Dialogue System: Ending conversation.
This will tell you if another conversation is actually running.
Check the NPC that has the Usable component. Does it have two Dialogue System Triggers set to OnUse, even if one is on a child GameObject? If so, it's okay to have two Dialogue System Triggers set to OnUse, but you should set the Conditions so that only one trigger's Conditions are true at any given time.
Prior to that line in the Console, do you see any lines like the one below?
Dialogue System: Starting conversation 'Title' with actor=X and conversant=Y
Also look for:
Dialogue System: Ending conversation.
This will tell you if another conversation is actually running.
Check the NPC that has the Usable component. Does it have two Dialogue System Triggers set to OnUse, even if one is on a child GameObject? If so, it's okay to have two Dialogue System Triggers set to OnUse, but you should set the Conditions so that only one trigger's Conditions are true at any given time.