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.
User avatar
Tony Li
Posts: 21678
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 571 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).
User avatar
Tony Li
Posts: 21678
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.
User avatar
Tony Li
Posts: 21678
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!
Post Reply