Both Character dialogue names active

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soniclinkerman
Posts: 82
Joined: Wed Mar 31, 2021 6:48 pm

Both Character dialogue names active

Post by soniclinkerman »

Hey,

I'm running into an issue where if you press the "Continue" button(In my case, pressing Z) fast enough, both character portrait names will be active. I'm not sure why this is.
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Both Character dialogue names active

Post by Tony Li »

Hi,

It really depends on how your dialogue UI is set up. Try ticking the subtitle panels' Wait For Close checkboxes.

If that doesn't address the issue, you could always configure each subtitle panel's OnFocus() event to deactivate the other panels' portrait names.

If that doesn't do it, feel free to send a reproduction project to tony (at) pixelcrushers.com. I'd be happy to take a look.
soniclinkerman
Posts: 82
Joined: Wed Mar 31, 2021 6:48 pm

Re: Both Character dialogue names active

Post by soniclinkerman »

Hey!

I tried both options you suggested and it doesn't seem to do it. I'll send a copy of the project to the email you provided.
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Both Character dialogue names active

Post by Tony Li »

Hi,

Thanks for sending the repro project. It was very helpful. I replied to your email.
soniclinkerman
Posts: 82
Joined: Wed Mar 31, 2021 6:48 pm

Re: Both Character dialogue names active

Post by soniclinkerman »

Thanks for your reply Tony,

I looked through what you mentioned.

I'm using Cinemachine in this project, but I seem to get some compile errors.
Sequence Errors.png
Sequence Errors.png (94.2 KiB) Viewed 550 times
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Both Character dialogue names active

Post by Tony Li »

Hi,

Since you're using the Dialogue System's assembly definition files, you need to add Cinemachine's asmdef to the DialogueSystem asmdef:

cinemachineAsmdef.png
cinemachineAsmdef.png (13.68 KiB) Viewed 549 times
soniclinkerman
Posts: 82
Joined: Wed Mar 31, 2021 6:48 pm

Re: Both Character dialogue names active

Post by soniclinkerman »

Awesome! Ok one more thing. The dialogue system I saved as a variant seems to look like this
Dialogue System Right.png
Dialogue System Right.png (307.04 KiB) Viewed 548 times
But when I play the game, it looks like this
Dialogue System Wrong.png
Dialogue System Wrong.png (233.84 KiB) Viewed 548 times
I remember you mentioned to save this as a variant before the update, but I'm unsure why this is occurring
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Both Character dialogue names active

Post by Tony Li »

Hi,

You may need to pull your original customized version from your backup or version control. First, try using the VN Template Standard Dialogue UI included with the Dialogue System. You may need to set your Dialogue Manager's Subtitle Settings > Continue Button mode to Always and add a UI Button Key Trigger to the continue button to map the 'Z' key to it. Once you've confirmed that it works correctly (both portrait names don't become active at the same time), you can either customize a copy of it to look like your UI, or you can retrieve a copy of your old UI and make sure it's set up like the VN Template Standard Dialogue UI prefab.
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