GameObject_Yuna_Actor was deactivated in default.
It does not set Actor Yuna to use panel 7.
Debug Info tells me it has set the panel to 7 before it goes to the next line(node).
The Dialogue Actor component also changed to Panel 7 but not the actual UI.
If GameObject_Yuna_Actor was activated in default, then it works.
What am I missing here?
* Yuna is a dialogue actor name already registered.
* GameObject_Yuna_Actor is a gameObject in the scene with DialogueActor component on it.
The fix, if possible, is to assign GameObject_Yuna_Actor to the Dialogue System Trigger's Conversation Actor or Conversation Conversant field, whichever is appropriate.
Otherwise, since GameObject_Yuna_Actor is not active when the conversation starts, it will not be associated with the conversation. For example, if you leave the Dialogue System Trigger's Conversation Conversant field unassigned, it will use the Dialogue System Trigger's GameObject.
If you can't do that, this patch should handle it:
I have handsful amount of dialogue scenes with 4 actors and, based on the player's prior choices, only 1 of them will appear.
So I have all 4 of them deactivated and activated through the dialogue system's custom Sequence command which happens during the dialogue.
The patch works for my case now.
Would this be included for an official version next update?