Iv been trying to get the Delay() function to work forever but I have never goten it to work. So here is the scene. I switch to a new camera. Then I wait for 2 seconds then I turn the Auto Dolly bool on. The cam moves and then after...20 seconds the option to click next in my dialogue system comes up. That way I cant skip the camera sequence.
The main concern is the "Wait for X amount of TIME" thing. How can I get this to work?
Thank you.
How to wait for a few seconds
Re: How to wait for a few seconds
Hi,
Are you using Timeline? Cinemachine?
The Delay() sequencer command is typically used in a dialogue entry node's Sequence field, or the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Sequence if the node's Sequence field is blank.
When the Dialogue System shows a node's subtitle, the subtitle will stay onscreen for the duration of the node's Sequence. If the Sequence is Delay(5), the subtitle will stay onscreen for 5 seconds. Then it will advance to the next step in the conversation. The exception is if you've set the Dialogue Manager's Subtitle Settings > Continue Button dropdown to a value that requires the player to click a continue button to advance. In this case, the subtitle will not disappear until the player clicks the continue button.
Are you using Timeline? Cinemachine?
The Delay() sequencer command is typically used in a dialogue entry node's Sequence field, or the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Sequence if the node's Sequence field is blank.
When the Dialogue System shows a node's subtitle, the subtitle will stay onscreen for the duration of the node's Sequence. If the Sequence is Delay(5), the subtitle will stay onscreen for 5 seconds. Then it will advance to the next step in the conversation. The exception is if you've set the Dialogue Manager's Subtitle Settings > Continue Button dropdown to a value that requires the player to click a continue button to advance. In this case, the subtitle will not disappear until the player clicks the continue button.
Re: How to wait for a few seconds
There must be something I'm not understanding. Here is a vid going over my issue. Iv been at this for hours so I apoligize if i seem agitated or anything.
Re: How to wait for a few seconds
Also i noticed when i start a conversation my "Continue button" in my "Dialogue Manager" switches from "Optional" to "Always". Not sure why it dose this but it dose.
Re: How to wait for a few seconds
Hi,
If you always want it to wait 5 seconds, set the Sequence field, or the Dialogue Manager's Default Sequence, to:
If you want to show the continue button after the typewriter is finished (which I mention because it's a common thing to do), set the Dialogue Manager's Subtitle Settings > Continue Mode to Always. Configure the subtitle panel typewriter effect's OnCharacter() event to disable the continue button and OnEnd() to enable it.
If you always want it to wait 5 seconds, set the Sequence field, or the Dialogue Manager's Default Sequence, to:
Code: Select all
SetContinueMode(false);
SetContinueMode(true)@5
Re: How to wait for a few seconds
This seems to have worked. Thank you.
Re: How to wait for a few seconds
Last question for the day. Any idea how to move from animation to animation without my characters snapping from anim1 to anim2? I
Re: How to wait for a few seconds
Using sequencer commands? If so, you can specify a cross-fade duration. Example:
At the 2-second mark, the speaker will cross-fade from anim1 to anim2 over 0.5 seconds.
Code: Select all
AnimatorPlay(anim1, speaker);
AnimatorPlayWait(anim2, speaker, 0.5)@2