Multiple Conversations get mixed

Announcements, support questions, and discussion for the Dialogue System.
Yubaba
Posts: 38
Joined: Thu Oct 08, 2020 9:37 pm

Re: Multiple Conversations get mixed

Post by Yubaba »

Not a problem, thank you for confirming. We might consider migrating to DS + Yarn Spinner 2 to avoid having to write in two different places.

Maybe put a note in the documentation that Ink doesn't allow for simultaneous conversations (I know this is a niche use-case).

Pete.
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple Conversations get mixed

Post by Tony Li »

Excellent point. I'll make that clear in the manual.
Yubaba
Posts: 38
Joined: Thu Oct 08, 2020 9:37 pm

Re: Multiple Conversations get mixed

Post by Yubaba »

One more quick thing before I stop harassing you.
Yarn Spinner seems to be up and working okay (after some asmdef dramas 💀), but I'm getting this -
Screenshot 2024-08-20 at 11.17.21 AM.png
Screenshot 2024-08-20 at 11.17.21 AM.png (18.26 KiB) Viewed 592 times
I'm not loading any scenes, it's in DontDestroy because the Manager is putting itself there (and the SecondaryDialogueUI is spawned from the OverrideUI component).
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple Conversations get mixed

Post by Tony Li »

Hi,

Try making SecondaryDialogueUI into a prefab and assign the prefab to your Override Dialogue UI component.
Yubaba
Posts: 38
Joined: Thu Oct 08, 2020 9:37 pm

Re: Multiple Conversations get mixed

Post by Yubaba »

That's exactly what I was doing. But it's okay, I don't get the error if I put the Secondary UI in the DS Trigger itself (rather than an Override component)

Pete.
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Multiple Conversations get mixed

Post by Tony Li »

Hi,

Thanks for the info. I'll look into that. It might be a change introduced in some Unity version. In any case, assigning it to the Dialogue System Trigger's Override Dialogue UI field is just as good!
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