Hi
I have simple (no choice) dialogs between player and different NPC in about 10 scenes in total. I have 2 subtitle panels setup in dialog manager. When running the game the conversations in the first few scenes work like a charm, but after scene 6 it suddenly stop using the second dialog panel. The character portraits and the dialogs are correct but everything appear on the first panel. I cant think of what might the problem be considering that a single dialog manager is loaded and used throughout the game despite scenes having their own dialog manager to help with scene testing etc.
What could possibly be causing this?
Dialogs stops using the second subtitle panel after a while
Re: Dialogs stops using the second subtitle panel after a while
Hi,
Check which actors are assigned in your conversations. Unless you've assigned custom node colors to your actors, NPC nodes should be gray and PC nodes should be blue. Check each conversation's properties (Menu > Conversation Properties). Typically the conversation's Actor dropdown is set to the Player actor and the Conversant dropdown is set to the NPC.
Then check your Dialogue System Triggers in your scenes and make sure the GameObjects assigned to Actions > Start Conversation > Conversation Actor and Conversation Conversant match (e.g., Player GameObject assigned to Conversation Actor and NPC assigned to Conversation Conversant). Or you can leave them unassigned and add Dialogue Actor components to the actor GameObjects.
More info: Character GameObject Assignments
Check which actors are assigned in your conversations. Unless you've assigned custom node colors to your actors, NPC nodes should be gray and PC nodes should be blue. Check each conversation's properties (Menu > Conversation Properties). Typically the conversation's Actor dropdown is set to the Player actor and the Conversant dropdown is set to the NPC.
Then check your Dialogue System Triggers in your scenes and make sure the GameObjects assigned to Actions > Start Conversation > Conversation Actor and Conversation Conversant match (e.g., Player GameObject assigned to Conversation Actor and NPC assigned to Conversation Conversant). Or you can leave them unassigned and add Dialogue Actor components to the actor GameObjects.
More info: Character GameObject Assignments