Weird behavior with a dialogue node

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Rose
Posts: 17
Joined: Sat Feb 19, 2022 12:29 pm

Weird behavior with a dialogue node

Post by Rose »

I've been trying to get my head around this one for a while today. A dialogue node in one of my conversations is being weird when the continue button is on.

Its dialogue doesn't appear in the conversation. Instead, the previous node is being repeated for some reason, then this one is automatically skipped.

Other dialogue nodes earlier in the conversation work fine with the continue button there. It's just this one node it seems to have an issue with.

I've tried changing its dialogue, made sure it's not connected to any events, tried deleting it and redoing it, and disabled the Unity UI Typewriter Effect temporarily just to rule that out as the problem, but it's still behaving the same.

When I don't include the continue button and let the dialogue finish own its own, it seems to work smoothly. Problem is, I need the continue button. :lol:

I figure I'm doing something wrong as I'm very new to this system (only started last week and still working my way through learning the documentation).
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Tony Li
Posts: 22151
Joined: Thu Jul 18, 2013 1:27 pm

Re: Weird behavior with a dialogue node

Post by Tony Li »

On that weird node, what are these values:
  • Actor
  • Dialogue Text
  • Sequence
Rose
Posts: 17
Joined: Sat Feb 19, 2022 12:29 pm

Re: Weird behavior with a dialogue node

Post by Rose »

Tony Li wrote: Tue Feb 22, 2022 9:29 pm On that weird node, what are these values:
  • Actor
  • Dialogue Text
  • Sequence
The actors are the same as the other nodes.

The dialogue text is 96 characters long. I did wonder if something was up with it like if that was too long or I put some character there accidentally that made it behave oddly so I deleted it and put fkshfkjg in but it still didn't fix it. :lol:

And as for the sequence... When it's empty it works fine. But it isn't when it has SetContinueMode(true)
That's when it messes up. I've tried putting SetContinueMode(true) in the previous node and then leaving it empty for this node but that's still a problem.
Setting it on "Always" in the subtitle settings probably wouldn't help as there is a point earlier in the conversation where I've had to set it on SetContinueMode(false) because the continue button needs to be disabled for some lines.
So yeah I'm out of ideas on how I can get the continue button to appear that might make it work successfully, I'm not even sure if using SetContinueMode(true) in a Sequence is best practice, though it's worked for me so far until this point. :mrgreen:
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Tony Li
Posts: 22151
Joined: Thu Jul 18, 2013 1:27 pm

Re: Weird behavior with a dialogue node

Post by Tony Li »

Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com? Or at least the dialogue database file and let me know which conversation to check? A full reproduction project would be better if possible. I've finished work for the night, but I can check it in the morning.
Rose
Posts: 17
Joined: Sat Feb 19, 2022 12:29 pm

Re: Weird behavior with a dialogue node

Post by Rose »

Tony Li wrote: Tue Feb 22, 2022 10:10 pm Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com? Or at least the dialogue database file and let me know which conversation to check? A full reproduction project would be better if possible. I've finished work for the night, but I can check it in the morning.
Just sent the project over to that email. :)
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Tony Li
Posts: 22151
Joined: Thu Jul 18, 2013 1:27 pm

Re: Weird behavior with a dialogue node

Post by Tony Li »

Thanks! I just replied to your email.
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