Bark sentences dont cycle

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ZeroElementGames
Posts: 13
Joined: Tue May 25, 2021 7:18 pm

Bark sentences dont cycle

Post by ZeroElementGames »

Hi, We are trying to implement barks activated when you enter a trigger. we are using a dialogue system trigger set to on trigger enter, aded a conversation as you can see on the image.
descargas.png
descargas.png (66.2 KiB) Viewed 313 times
the problem is the bark message never disappears, nor changes to another one of the conversation.
Only when i exit and reenter the triger it changes the phrase, but stays on forever again. We are using the basic bark UI
descargas2.png
descargas2.png (28.77 KiB) Viewed 313 times
We want the bark to start when entering a trigger, cycle around the 4 sentences. Only managed to do that using the scripr bbark on idle, but then starts barking and cycling correctly, but always and nonstop. Any ideas what are we doing wrong ?
Thx for the support!
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Tony Li
Posts: 21958
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark sentences dont cycle

Post by Tony Li »

Hi,

When a Dialogue System Trigger is set to OnTriggerEnter, it fires when a collider enters the trigger. It doesn't keep firing after that. You'll want to use Bark On Idle. You can configure the last bark to disable Bark On Idle. Example:

bark4Times.png
bark4Times.png (16.99 KiB) Viewed 311 times

(The screenshot above assumes the GameObject with the Bark On Idle is named "Benny the Barker". A more generic approach would be to use the 'speaker' keyword instead.)

BTW, you could also use a Trigger Event or a Range Trigger instead of a Dialogue System Trigger to accomplish the same thing by enabling and disabling the Bark On Idle component.

The issue with the bark UI not disappearing is probably a separate issue. Are there any errors or warnings in the Console window? Since Wait Until Sequence Ends is ticked, are your barks playing long-running sequences? What happens if you untick Wait Until Sequence Ends?
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