Quest During Conversation

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JamesTFreaknKirk
Posts: 13
Joined: Mon Jan 16, 2023 9:44 am

Quest During Conversation

Post by JamesTFreaknKirk »

Hello!

I was wondering if it was possible to disable to quest panel during a conversation?

Thanks for your time!
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Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest During Conversation

Post by Tony Li »

Hi,

Yes. Add an instance of the quest log window to a Canvas that's a child of your Dialogue Manager. Add a Dialogue System Events component to your Dialogue Manager. Configure the OnConversationStart() event to either call the quest log window's Close() method or disable its Canvas. If you disable the Canvas, configure OnConversationEnd() to re-enable it.
JamesTFreaknKirk
Posts: 13
Joined: Mon Jan 16, 2023 9:44 am

Re: Quest During Conversation

Post by JamesTFreaknKirk »

For some reason when I put it under my canvas, it seems to ignore it during gameplay and just spawns another one :shock:



prefab
Prefab.PNG
Prefab.PNG (7.34 KiB) Viewed 389 times
ingame
InGame.PNG
InGame.PNG (13.47 KiB) Viewed 389 times
So it ends up working, but not for the one that's being used, for the original one, if that makes any sense

sorry for the confusion!
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Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest During Conversation

Post by Tony Li »

Inspect your Dialogue Manager GameObject's Instantiate Prefabs component and remove Quest Tracker, FWF from its Prefabs list. This way the Instantiate Prefabs component won't instantiate a second instance at runtime.
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