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.
Both Character dialogue names active
Re: Both Character dialogue names active
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.
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.
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Re: Both Character dialogue names active
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.
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.
Re: Both Character dialogue names active
Hi,
Thanks for sending the repro project. It was very helpful. I replied to your email.
Thanks for sending the repro project. It was very helpful. I replied to your email.
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- Posts: 82
- Joined: Wed Mar 31, 2021 6:48 pm
Re: Both Character dialogue names active
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.
I looked through what you mentioned.
I'm using Cinemachine in this project, but I seem to get some compile errors.
Re: Both Character dialogue names active
Hi,
Since you're using the Dialogue System's assembly definition files, you need to add Cinemachine's asmdef to the DialogueSystem asmdef:
Since you're using the Dialogue System's assembly definition files, you need to add Cinemachine's asmdef to the DialogueSystem asmdef:
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- Posts: 82
- Joined: Wed Mar 31, 2021 6:48 pm
Re: Both Character dialogue names active
Awesome! Ok one more thing. The dialogue system I saved as a variant seems to look like this
But when I play the game, it looks like this
I remember you mentioned to save this as a variant before the update, but I'm unsure why this is occurringRe: Both Character dialogue names active
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.
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.