All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

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Saper
Posts: 52
Joined: Tue Jan 12, 2021 11:25 am

All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Saper »

Hi

I have problem with Barks. Through scene I have scatter some Bark groups, and all of them sometimes show for second and hide (all Barks from every group). Mostly they work fine but on the start of scene there are moments when this happening.

I attached screenshot of setting
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BarksSettings.png
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Tony Li »

Hi,

You can set your bark UI's panel inactive at design time. Make sure you set the child panel inactive, not the parent with the StandardBarkUI component. The bark UI will activate the panel when needed.
Saper
Posts: 52
Joined: Tue Jan 12, 2021 11:25 am

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Saper »

After switching off "Panel" object, none of the barks is visible now.

I also tried to switch off Canvas on Parent but the problem still exists

Hierarchy in attachment
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Dialogue Hierarchi.png
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Tony Li
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Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Tony Li »

In that case, try leaving the Panel active and Canvas enabled.

If your bark UI has an Animator and a Canvas Group (like the Basic Standard Bark UI or Bubble Template Standard Bark UI prefabs), assign the Canvas Group Animator Controller to the Animator and optionally set the Canvas Group's Alpha to zero.
Saper
Posts: 52
Joined: Tue Jan 12, 2021 11:25 am

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Saper »

Animator was attached from the start (it's a copy of Basic Standard Bark UI we only changed some visuals). When The problem is visible animator looks like on image (image in attachment) also setting Alpha didin't help.
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BarkAnimator.png
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Tony Li
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Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Tony Li »

The Basic Standard Bark UI has a Canvas component. The Standard Bark UI component should disable this Canvas as soon as the scene/GameObject starts.

As a test, if you switch to the original Basic Standard Bark UI, does the issue go away? Or is it still present?

Can you identify what's triggering the Hide animator state?

Can you send a reproduction project to tony (at) pixelcrushers.com?
Saper
Posts: 52
Joined: Tue Jan 12, 2021 11:25 am

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Saper »

Hi
I created the new Project and In a new Project I can't reproduce the bug but:
New project had Dialogue System ver. 2.2.26
And our Project have ver. 2.2.16

How I can update dialogue system without loosing all data in our original project.
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Tony Li »

Hi,
Saper wrote: Wed Mar 30, 2022 11:46 amHow I can update dialogue system without loosing all data in our original project.
1. Make sure you have a good backup of your project, and preferably the latest version of your project in a version control system.

2. Make a note of any Dialogue System files that you have directly modified since the update will overwrite them. Hopefully you haven't modified any directly. Some tips:
  • Look for any Dialogue System scripts that you have customized. Where possible, move those customizations to your own subclasses or scripts that uses event hooks. If you come across a case where you feel that you have to directly customize a Dialogue System script, let me know. I'll either explain how to apply your customization without having to directly modifying Dialogue System files, or I'll add the ability to do so.
  • Look for any other Dialogue System files or prefabs that you have customized. For example, if you've customized the Dialogue Manager prefab, find a fully customized version in one of your scenes. Drag it to the Project view to make a new prefab. Then use this new prefab in your scenes instead of the original Dialogue Manager prefab.
3. Import the latest Dialogue System.

4. Reapply customizations if necessary. If possible, use subclasses or event hooks for code customizations, and use new prefabs or prefab variants for prefab customization. This way you're not directly modifying any Dialogue System files, so there won't be any issue updating to future versions.

5. Hold onto your backup until you're sure everything is good with the update.
Saper
Posts: 52
Joined: Tue Jan 12, 2021 11:25 am

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Saper »

Hi Tony

Update helped, now bug don't exist thx for help
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: All Barks on scene Show for a second and Hide. Bark on Idle / Bark Group

Post by Tony Li »

Thanks for letting me know. Glad to help!
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