Need help with Animating response window
Need help with Animating response window
Hi, so i was following this tutorial
and everything was working good but after i got to the animation section something weird began to happen, my response window only at the 1st question opens too soon and the buttons takes time to appear and also when the dialogue is over it takes a lot of time for the dialogue background to disappear, if i deactivate the animator all of this does not happen
here is a demonsatration
for the first issue: looking at the animator windows it is like the Show trigger is instantaneously activated but i don't know why
and everything was working good but after i got to the animation section something weird began to happen, my response window only at the 1st question opens too soon and the buttons takes time to appear and also when the dialogue is over it takes a lot of time for the dialogue background to disappear, if i deactivate the animator all of this does not happen
here is a demonsatration
for the first issue: looking at the animator windows it is like the Show trigger is instantaneously activated but i don't know why
Re: Need help with Animating response window
Hi,
Take a look at one of the animator controllers that ship with the Dialogue System, such as Canvas Group Animator Controller. It has a Start/Hidden state that keeps the panel hidden, and Show & Hide triggers that show and hide the panel. Try a similar setup in your animator controller.
The dialogue panel is taking 10 seconds to hide probably because it's timing out after failing to enter the hide state. Check the names of the trigger parameters assigned to the dialogue panel's UIPanel component > Show Animation Trigger and Hide Animation Trigger. Make sure they corresponding to trigger parameters in the dialogue panel's animator controller.
Another possibility is that it's waiting for a subtitle panel or menu panel to report that it's hidden, and timing out while waiting.
Take a look at one of the animator controllers that ship with the Dialogue System, such as Canvas Group Animator Controller. It has a Start/Hidden state that keeps the panel hidden, and Show & Hide triggers that show and hide the panel. Try a similar setup in your animator controller.
The dialogue panel is taking 10 seconds to hide probably because it's timing out after failing to enter the hide state. Check the names of the trigger parameters assigned to the dialogue panel's UIPanel component > Show Animation Trigger and Hide Animation Trigger. Make sure they corresponding to trigger parameters in the dialogue panel's animator controller.
Another possibility is that it's waiting for a subtitle panel or menu panel to report that it's hidden, and timing out while waiting.
Re: Need help with Animating response window
Hi Tony
I checked and everything is set up right like in the video, i could try to change the animator architecture to the one you mentioned with "start" but still there is no reason why it's behaving this way and not like in the tutorial.
https://ibb.co/H2dbbp3
i can't understand why as soon as the dialogue start the "Show" trigger is triggered, you can see that also in the video i sent
Also i just witnessed that the reply window comes out without response even if the player does not have lines of speech when i activate the animator
I checked and everything is set up right like in the video, i could try to change the animator architecture to the one you mentioned with "start" but still there is no reason why it's behaving this way and not like in the tutorial.
https://ibb.co/H2dbbp3
i can't understand why as soon as the dialogue start the "Show" trigger is triggered, you can see that also in the video i sent
Also i just witnessed that the reply window comes out without response even if the player does not have lines of speech when i activate the animator
Re: Need help with Animating response window
i did another video to show the issue:
Re: Need help with Animating response window
Ok i'm an idiot i didn't put the Menu Panel reference in the Standard UI menu panel, i'm sorry.
It all works now the only thing i am trying to figure out now is why there is a little delay from the end of the sentence and the start of the animation of the response panel, like a 0.2 seconds, checking if it is possible to make it instantaneous.
PS: this also got me thinking in reverse, is it possible to delay the start of a conversation after the player press the interaction button on an npc? like if i would like for an npc to do a little 1 sec animation and then start the conversation
It all works now the only thing i am trying to figure out now is why there is a little delay from the end of the sentence and the start of the animation of the response panel, like a 0.2 seconds, checking if it is possible to make it instantaneous.
PS: this also got me thinking in reverse, is it possible to delay the start of a conversation after the player press the interaction button on an npc? like if i would like for an npc to do a little 1 sec animation and then start the conversation
Re: Need help with Animating response window
Hi,
If you want to show the response panel as soon as the typewriter finishes, set the Dialogue Manager's Display Settings > Camera & Cutscene Settings > Default Sequence to:
This will make the subtitle wait until the typewriter sends the sequencer message "Typed" when it's done.
If you want to show the response panel as soon as the typewriter finishes, set the Dialogue Manager's Display Settings > Camera & Cutscene Settings > Default Sequence to:
Code: Select all
WaitForMessage(Typed)
Re: Need help with Animating response window
Thank youit seems to work!
and what about the other topic?
Also i don't know if i'm misunderstanding how this works but i just noticed that i can apply it also individually to sentences by going in the conversation editor in the "Sentence" tab so it is really versatile
and what about the other topic?
also i was wondering what the already written code "Delay({{end}})" does? Because i just noticed that if i keep both Delay({{end}}) and WaitForMessage(Typed) it does not work as intended and instead it shows everything both response and dialogue instantaneouslyPS:this also got me thinking in reverse, is it possible to delay the start of a conversation after the player press the interaction button on an npc? like if i would like for an npc to do a little 1 sec animation and then start the conversation
Also i don't know if i'm misunderstanding how this works but i just noticed that i can apply it also individually to sentences by going in the conversation editor in the "Sentence" tab so it is really versatile
Re: Need help with Animating response window
Hi,
Yes, that's correct. If you want to play a different sequence for a specific dialogue entry, you can set its Sequence field. If the Sequence field is blank, it will play the Dialogue Manager's Default Sequence.
You can also play the Default Sequence in a dialogue entry's Sequence field by adding the {{default}} keyword, like:
(Note that commands, including {{default}}, need to be separated by semicolons.)
The keyword {{end}} represents a duration based on the text length and the values of the Dialogue Manager's Subtitle Settings > Subtitle Chars Per Second and Min Subtitle Seconds. For example, if the text is 120 characters and Subtitle Chars Per Second is 30, then {{end}} will be 120 / 30 = 4 seconds. So the command Delay({{end}}) will be equivalent to Delay(4), which delays for 4 seconds before ending the dialogue entry and advancing the conversation.
More info: Cutscene Sequences. The top of this page has a link to a video tutorial series if you prefer videos over text.
Yes, that's correct. If you want to play a different sequence for a specific dialogue entry, you can set its Sequence field. If the Sequence field is blank, it will play the Dialogue Manager's Default Sequence.
You can also play the Default Sequence in a dialogue entry's Sequence field by adding the {{default}} keyword, like:
Code: Select all
{{default}};
AudioWait(hello_world)
The keyword {{end}} represents a duration based on the text length and the values of the Dialogue Manager's Subtitle Settings > Subtitle Chars Per Second and Min Subtitle Seconds. For example, if the text is 120 characters and Subtitle Chars Per Second is 30, then {{end}} will be 120 / 30 = 4 seconds. So the command Delay({{end}}) will be equivalent to Delay(4), which delays for 4 seconds before ending the dialogue entry and advancing the conversation.
More info: Cutscene Sequences. The top of this page has a link to a video tutorial series if you prefer videos over text.
Re: Need help with Animating response window
Hi,
Thanks Tony, i just got here to say that i have just began to see the Cutscene videos and i got my answer in the very first minutes of the 1st video but you got here before me
Also i think i just found also the answer to my second doubt in the first answer you gave in this post
correct me if i am wrong
https://www.pixelcrushers.com/phpbb/vie ... php?t=2353
what i am trying to achieve is to delay the start of a conversation after you start the interaction.
also if i understood it well i found in your last answer of this other post how to delay and hide the subtitle panel in between of a conversation and then continue the conversation again
https://www.pixelcrushers.com/phpbb/vie ... php?t=4043
Thanks Tony, i just got here to say that i have just began to see the Cutscene videos and i got my answer in the very first minutes of the 1st video but you got here before me
Also i think i just found also the answer to my second doubt in the first answer you gave in this post
correct me if i am wrong
https://www.pixelcrushers.com/phpbb/vie ... php?t=2353
what i am trying to achieve is to delay the start of a conversation after you start the interaction.
also if i understood it well i found in your last answer of this other post how to delay and hide the subtitle panel in between of a conversation and then continue the conversation again
https://www.pixelcrushers.com/phpbb/vie ... php?t=4043
Re: Need help with Animating response window
Hi,
Yes, you have that all correct.
Yes, you have that all correct.