NPC Continue Button always shows

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wx3
Posts: 10
Joined: Mon Aug 08, 2016 6:14 pm

NPC Continue Button always shows

Post by wx3 »

The NPC continue button always shows in my dialogs, whether or not the NPC has anything more to say.

I have "Continue Button" set to "Not Before Response Menu" and it is (I believe) correctly linked in the NPC Subtitle setup part of the component. It does work as a continue button when there's another node of NPC dialog, but it never goes away. What could be causing this?
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: NPC Continue Button always shows

Post by Tony Li »

Do you perhaps have more than one continue button in your dialogue UI? If so, is one of them unassigned to any Continue Button field in your Unity UI Dialogue UI component?

If that doesn't help, please feel free to send an example scene to tony (at) pixelcrushers.com. I'll be happy to take a look.
wx3
Posts: 10
Joined: Mon Aug 08, 2016 6:14 pm

Re: NPC Continue Button always shows

Post by wx3 »

No, just the one. There is also the template response button, but that is set correctly in the inspector and is shown correctly. Those are the only two buttons that are in the Unity UI Dialogue hierarchy.

It's difficult to create an example scene since the UI is integrated with the rest of the project, which is rather large. Dialogue System seems to recognize the continue button-- it doesn't show up until a response is required from the player. But it shows it whenever there is a response required from the player.

Any other possibilities? What logic does the system use to determine when to show the continue button?

Alternatively, I've considered writing a simple IDialogueUI following TemplateDialogueUI, but I don't see any documentation in it for continue buttons.
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: NPC Continue Button always shows

Post by Tony Li »

Can you reproduce the issue in a smaller project? Perhaps you could export the dialogue UI as a unitypackage and import it into a new, empty project with only the Dialogue System. It's okay if it's missing textures, as long as the dialogue UI is still there structurally. I have a feeling that if the only issue is the continue button, it's probably easiest to get this working rather than writing your own implementation of IDialogueUI.

If you use TemplateDialogueUI, you have to handle continue button logic yourself. A shortcut is to make a subclass of AbstractDialogueUI instead, which already implements the continue button logic as well as some other common logic. UnityUIDialogueUI, UnityDialogueUI (legacy GUI), NGUIDialogueUI, etc., are all based on AbstractDialogueUI.
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