Bug in branching during setting conditions

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qest43
Posts: 33
Joined: Thu May 26, 2022 9:22 am

Bug in branching during setting conditions

Post by qest43 »

According to this tutorial:

I am setting conditions in "Do you have both babies?" for "Not Yet" and "Here They are". But during dialogue this player "Not Yet" or "Here They are" sentence is skipped.

My dialogue UI us a bit edited, so it shows choices if there are any, but if there are not it shows only normal text that player should say. Maybe because of it dialogue manager is confused it should show choices or just normal text in this case when conditions are set. What should I do?
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Tony Li
Posts: 21965
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bug in branching during setting conditions

Post by Tony Li »

Hi,

> My dialogue UI us a bit edited, so it shows choices if there are any

Did you edit the dialogue UI or just tick checkboxes on the Dialogue Manager GameObject as described in this article: How To: Bypass Response Menu When Player Has One Choice?

When you play the conversation, does it show "Do you have both babies?" and then immediately end the conversation? If so, then the Conditions on both nodes ("Not Yet" and "Here They are") are false. Check the Conditions and make sure they match the tutorial.

Are both nodes ("Not Yet" and "Here They are") blue (i.e., assigned to player)?

You can also look at Private Hart's conversation in DemoScene1 to see a very similar example.

Also temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. This will log a lot of info to the Console window. When the conversation gets to "Do you have both babies?", the Console will show log lines for the two player responses. The lines will start with:

Dialogue System: Add Link...

if the Conditions are true, and:

Dialogue System: Block On False Link...

if the Conditions are false.

You can also keep the Dialogue Editor window open on the conversation during play. The current node will be colored green. Links whose Conditions are true will also be green, and links whose Conditions are false will be red.

(Side note: A new quest tutorial is in the works. It will work the same way, but with updated example assets.)
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