MoveTo not working in builds

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annathehank
Posts: 95
Joined: Sun May 03, 2020 2:17 pm

MoveTo not working in builds

Post by annathehank »

Hello!

I am using the MoveTo sequence command to move pictures of characters on screen when certain dialogue shows up (not like a character sprite but a picture). It seems to work perfectly fine when I'm playing it in the editor, but for some reason, it doesn't work when the game is built.

It's not all MoveTo commands either, just these specific ones revolving around the character images. I'm not sure if it's something where I need to build it differently or what. So I thought I'd check and see if you have an idea on why it would stop working when built.
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Tony Li
Posts: 22158
Joined: Thu Jul 18, 2013 1:27 pm

Re: MoveTo not working in builds

Post by Tony Li »

Have you tried playing in the editor from the first scene in your build settings?

By default, during play the first Dialogue Manager GameObject survives scene changes and replaces any Dialogue Managers that were placed in subsequent scenes at design time.

If the problem doesn't appear to be related to the Dialogue Manager or its children, make a development build. This will log errors to the screen when you play your build. If you don't see any errors, check the Player.log file for warnings.
annathehank
Posts: 95
Joined: Sun May 03, 2020 2:17 pm

Re: MoveTo not working in builds

Post by annathehank »

I really am going to fight Unity one of these days. I built a stand-alone developmental build to test it and it's working fine. It must be something with the WebGL that made it not work. (Which is fine going forward as it's meant to be a stand-alone build)> Thank you for the help <3
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Tony Li
Posts: 22158
Joined: Thu Jul 18, 2013 1:27 pm

Re: MoveTo not working in builds

Post by Tony Li »

It might have something to do with the link.xml file. The Dialogue System has a link.xml file that tells Unity to never compile out certain code such as sequencer commands. Maybe the WebGL build wasn't seeing the link.xml or something. Anyway, I'm glad to read that it's working in your standalone build1
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