Standard Scene Transition Manager Question

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nitrox32
Posts: 68
Joined: Sat Dec 01, 2018 10:41 am

Standard Scene Transition Manager Question

Post by nitrox32 »

Standard Scene Transition Manager doesn't seem to work consistently. When I transition from the title scene into the game scene there is a smooth transition from the title scene into the loading scene. From the loading scene into the game scene the game scene just pops up without any transition. The second problem is when transitioning back. There seems to be no transition at all, not even a loading scene. I have a DM in both the game scene and the title scene with the Standard Scene Transition Manager attached. The one in the game scene is for testing but both are set up exactly the same way.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Standard Scene Transition Manager Question

Post by Tony Li »

Hi,

I assume the title scene starts first. Does the Dialogue Manager in the title scene survive scene changes? (i.e., is Don't Destroy On Load ticked?) Is the SceneFaderCanvas a child of the DialogueManager so it will also survive scene changes?

If you add the Dialogue System's DemoScene1 and DemoScene2 to the build settings and play DemoScene1, do the transitions work correctly? I realize DemoScene1's Scene Transition Manager doesn't load a Loading Scene, but that shouldn't make a difference unless something unexpected is happening in the loading scene itself.
nitrox32
Posts: 68
Joined: Sat Dec 01, 2018 10:41 am

Re: Standard Scene Transition Manager Question

Post by nitrox32 »

I don't see Don't Destroy on Load but Singleton is ticked. The demo works properly. I've compared your demo setup and mine and can't see a difference on how they are set up. The only difference is that I have a DM in each scene for level testing. I know one will be destroyed when transitioning so for consistent results both DM's are set up the exact same way as well as the Standard Scene Transition Managers. The problem is that the transition only works one way. Does the scene build order have anything to do with this? The title scene is in a lower spot than the game scene.
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Tony Li
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Re: Standard Scene Transition Manager Question

Post by Tony Li »

Hi,

Scene build order doesn't matter. Assuming that you start from the title scene, its Dialogue Manager should persistent throughout the play session, automatically destroying any new Dialogue Managers that are loaded in subsequent scenes. The Dialogue System's DemoScene1 and DemoScene2 are set up the same way. Each scene has an instance of the same Dialogue Manager prefab.

If you'd like to send a reproduction project to tony (at) pixelcrushers.com, I'll be happy to take a look.
Toby
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Joined: Wed Sep 07, 2022 5:41 am

Re: Standard Scene Transition Manager Question

Post by Toby »

Hi I also encountered this problem when working on my project. The SceneFaderCanvas didn't work like it worked in the demo scenes and I couldn't figure out what made the difference. I'm wondering if you've solved it. Thanks.
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Tony Li
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Re: Standard Scene Transition Manager Question

Post by Tony Li »

Hi,

Please compare your StandardSceneTransitionManager component's setup to the one on the Dialogue Manager GameObject in DemoScene1. Make sure the SceneFaderCanvas is a child of the GameObject that has the SaveSystem and StandardSceneTransitionManager.

Or, if you prefer, remove the SaveSystem component from the Dialogue Manager GameObject. Go to the Dialogue System Extras page and download and import the SaveSystemPrefabs package (direct download). Then drop the Save System prefab into your scene, and add the LoadingScreen scene to your build settings. This Save System prefab is already configured to work with a SceneFaderCanvas.
Toby
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Joined: Wed Sep 07, 2022 5:41 am

Re: Standard Scene Transition Manager Question

Post by Toby »

Thanks so much for the help. I used the SaveSystem prefab and the fadetoblack is working correctly now.
However, after the fadetoblack from scene1, the scene reappeared for a moment before jumping to scene 2. And when entering scene 2, we first see the player in its original spot in the scene, then follows the fadein. And finally the player jumps to the spawpoint I set up. So basically there're several glitches during the transition.
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Tony Li
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Re: Standard Scene Transition Manager Question

Post by Tony Li »

Hi,

Do you see those same glitches when going from DemoScene1 to DemoScene2? This will help us determine if it's an issue with the scene transition manager setup or specifically with what's going on in your scene change.
Toby
Posts: 6
Joined: Wed Sep 07, 2022 5:41 am

Re: Standard Scene Transition Manager Question

Post by Toby »

No the demo scenes work just fine
Toby
Posts: 6
Joined: Wed Sep 07, 2022 5:41 am

Re: Standard Scene Transition Manager Question

Post by Toby »

shoud i send you my scene packages to your email?
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