Hi Kevin,
As a test, please try playing "New Conversation 5" on its own, not as a follow-up conversation to another conversation. On the Dialogue System Trigger, set the Start Conversation action's Conversation dropdown to "New Conversation 5". This will help determine if the issue is with the conversation or with the fact that it's following another conversation.
If it appears properly when started on its own, then maybe something's going on with the dialogue UI. Check if the subtitle panel's text is set to "Oh, you left the ar...". If so, and if it's still not visible, check if the subtitle panel's or dialogue panel's Canvas Group > Alpha is 0 (invisible). Either way, one solution may be to tick the Standard Dialogue UI components' Wait For Close and the subtitle panels' Wait For Open and Wait For Close checkboxes. This will give the show & hide animations time to complete.
Also, I see that all of the nodes in that conversation are assigned to Kira, but Kira is neither the conversation actor nor the conversation conversant. In the Dialogue Editor, you can try selecting Menu > Conversation Properties and then setting the actor or conversant to Kira. This probably won't fix anything on its own, but it may resolve some issues.
BTW, since you're writing code anyway, you can just use
DialogueManager.StartConversation() if you like:
Code: Select all
void PlayerTooFast()
{
if (gameRunning)
{
DialogueManager.StartConversation("New Conversation 5"); // Can also pass actor & conversant transforms.
gameRunning = false;
}
}