it's more likely every command is not working.
Do I need to setup Sequencer in some way?
Any component missing?
Looking inside m_cachedComponentTypes I see I have 22 Elements, and actually the commands Continue() and SetDialoguePanel() are not inside.
Run sequencer command after continue
Re: Run sequencer command after continue
Last edited by forrestuv on Sat Apr 01, 2023 7:58 pm, edited 1 time in total.
Re: Run sequencer command after continue
Did you tick the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Disable Internal Sequencer Commands?
If that's still unticked, are there any other errors or warnings in the Console window?
If that's still unticked, are there any other errors or warnings in the Console window?
Re: Run sequencer command after continue
My bad, it was Ticked sorry
Re: Run sequencer command after continue
Btw after fade it doesn't continue to next entry, it quits the conversation
Re: Run sequencer command after continue
It should continue to the next node that’s linked from that blank node. What does your conversation look like?
Re: Run sequencer command after continue
Code: Select all
SetDialoguePanel(false);
FadeOutAndIn()->Message(Faded);
Continue()@Message(Faded);
SetDialoguePanel(true)
@Message(Faded);
Code: Select all
curDialogueUI.conversationUIElements.mainPanel.panelState != PixelCrushers.UIPanel.PanelState.Closed
Re: Run sequencer command after continue
Yes, check DialogueManager.isConversationActive.