Unable to Continue Conversation

Announcements, support questions, and discussion for the Dialogue System.
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lunarrabbit
Posts: 2
Joined: Wed Oct 12, 2016 11:11 am

Unable to Continue Conversation

Post by lunarrabbit »

Hello!

I'm still pretty new to the Dialogue System, so bear with me here.

I'm trying to do a back and forth conversation between the player and an NPC. Since I'm trying to use dialogue bubbles, each npc has their own canvas at the moment. I've gotten it to the point in which the npc can go through multiple lines of their dialogue, and once it's the player's turn to speak, the player will speak, however at that point when I hit the continue button, while the Continue button fires it's Continue event, the next line of dialogue by the npc will not show. Instead, I seem to be stuck on the player dialogue.

Having changed the Debug Level to info, I can see that the link to the next line of dialogue is created, and the sequence is empty, so would anyone happen to know what could cause the dialogue to not continue?

On a separate note, is there a better way of parsing long pieces of dialogue other than creating nodes that contain chunks from the long dialogue?

Thanks!
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Tony Li
Posts: 22655
Joined: Thu Jul 18, 2013 1:27 pm

Re: Unable to Continue Conversation

Post by Tony Li »

Hi,
lunarrabbit wrote:...when I hit the continue button, while the Continue button fires it's Continue event, the next line of dialogue by the npc will not show. Instead, I seem to be stuck on the player dialogue.

Having changed the Debug Level to info, I can see that the link to the next line of dialogue is created, and the sequence is empty, so would anyone happen to know what could cause the dialogue to not continue?
It sounds like the continue button may not be telling the dialogue UI to actually continue. On your Unity UI Dialogue UI, is Dialogue > PC Subtitle > Continue Button assigned to the correct button? Does the button's OnClick() event point to either UnityUIContinueButtonFastForward.OnFastForward or UnityUIDialogueUI.OnContinue?

Please feel free to mail an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.

If that's not an option, please post the expanded views of your Dialogue Manager's Subtitle Settings section and your Unity UI Dialogue UI's Dialogue section.
lunarrabbit wrote:On a separate note, is there a better way of parsing long pieces of dialogue other than creating nodes that contain chunks from the long dialogue?
If you're using articy:draft or Chat Mapper, you can split text using the pipe ( | ) character. For example:
  • Dialogue Text: "This is a long line, | but it's shown in three parts | by using pipes."
Internally, the articy:draft and Chat Mapper converters call Conversation.SplitPipesIntoEntries() on each converted conversation.

If you're using the built-in editor or another third-party editor such as NWN or CSV, for the next version (scheduled for release 10/17), I'll look into adding a design-time menu item that will call SplitPipesIntoEntries() on all conversations in a database.
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Tony Li
Posts: 22655
Joined: Thu Jul 18, 2013 1:27 pm

Re: Unable to Continue Conversation

Post by Tony Li »

Hi,

Just following up here to let you know I received your email and sent a reply. If you didn't receive it, please check your spam filter for tony (at) pixelcrushers.com.

Briefly, the answer is: Use only one Unity UI Dialogue UI. You don't need a separate Unity UI Dialogue UI for each character. Instead, tick Find Actor Overrides on the dialogue UI, and only use an Override Unity UI Dialogue Controls component on each character.
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