Hi!
My dialogues don't use the "continue" button skip feature, but I would like to keep it only when the conversation ends, like a 'finish' button.
In the Dialogue System Controller, I enabled the 'Require Continue on last line' option, which works great for the first dialogue. However, as soon as another dialogue starts, the button stays active, ignoring the fact that I only want it to appear at the end of the conversation. Is it possible to achieve what I need using this option? Is there a better option?
My Dialogue System Controller:
My "Continue button" settings:
Thanks!
Using continue button to finish conversation
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Re: Using continue button to finish conversation
Hi,
Are you sure the "Require Continue On Last Line" is doing it? Is something else perhaps calling a SetContinueMode() sequencer command? "Require Continue On Last Line" by itself should only affect the last line.
Are you sure the "Require Continue On Last Line" is doing it? Is something else perhaps calling a SetContinueMode() sequencer command? "Require Continue On Last Line" by itself should only affect the last line.
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Re: Using continue button to finish conversation
Hi Tony!
I recorded a video to show the behavior. When interacting with people, the first dialogue appears. This one is correct, the blue button is my 'Continue button,' which closes the conversation. When interacting with the table, the second dialogue appears. Note that the blue button has been there from the beginning, even overlapping with the response panel.
If you need any more images that could help understand the issue, I can send them. Since this is for a client, I need to cover a few things, like I did with the responses in the video, but there’s no problem for me.
Regarding your other question, when I disable the 'Require Continue On Last Line' option, the conversation closes automatically as soon as the last line appears. I believe this is the normal behavior.
I’m still in the early stages of implementation, so I haven’t used 'SetContinueMode()' anywhere. I'm using the SMS dialogue UI, by the way. As you mentioned, I think the option I selected should only apply to the last line of the conversation, which is why I got confused with the result.
Thanks for your response!
I recorded a video to show the behavior. When interacting with people, the first dialogue appears. This one is correct, the blue button is my 'Continue button,' which closes the conversation. When interacting with the table, the second dialogue appears. Note that the blue button has been there from the beginning, even overlapping with the response panel.
If you need any more images that could help understand the issue, I can send them. Since this is for a client, I need to cover a few things, like I did with the responses in the video, but there’s no problem for me.
Regarding your other question, when I disable the 'Require Continue On Last Line' option, the conversation closes automatically as soon as the last line appears. I believe this is the normal behavior.
I’m still in the early stages of implementation, so I haven’t used 'SetContinueMode()' anywhere. I'm using the SMS dialogue UI, by the way. As you mentioned, I think the option I selected should only apply to the last line of the conversation, which is why I got confused with the result.
Thanks for your response!
Re: Using continue button to finish conversation
Hi,
Assign the Subtitle Text GameObject's typewriter effect component to your continue button's StandardUIContinueButtonFastForward component's Typewriter Effect field.
Is the continue button assigned to your subtitle panel's Continue Button field?
Assign the Subtitle Text GameObject's typewriter effect component to your continue button's StandardUIContinueButtonFastForward component's Typewriter Effect field.
Is the continue button assigned to your subtitle panel's Continue Button field?
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Re: Using continue button to finish conversation
Hi again, Tony!
I'm using two Subtitle panels, just like in the SMS sending example. As I show in the video, I need both the player’s and the NPCs' subtitles to appear in the same panel, so I set it up this way:
The Continue button is linked to both panels, the player’s and the NPCs'. This is my current setup for the Subtitle Panels:
Applying the Typewriter effect to the Continue button, as you suggested, didn't work. I don't actually plan to use the typing effect in my game, by the way.
Thanks for your attention! I think I might have done something wrong by mixing the standard assets with the SMS example. Even so, the implementation is working well, it's just this damn blue button that's bothering me lol.
I'm using two Subtitle panels, just like in the SMS sending example. As I show in the video, I need both the player’s and the NPCs' subtitles to appear in the same panel, so I set it up this way:
The Continue button is linked to both panels, the player’s and the NPCs'. This is my current setup for the Subtitle Panels:
Applying the Typewriter effect to the Continue button, as you suggested, didn't work. I don't actually plan to use the typing effect in my game, by the way.
Thanks for your attention! I think I might have done something wrong by mixing the standard assets with the SMS example. Even so, the implementation is working well, it's just this damn blue button that's bothering me lol.
Re: Using continue button to finish conversation
The "just get it working" solution is probably to inspect the Dialogue Panel's UIPanel component and configure the OnClose() event to deactivate the continue button.
If you don't want to do that for some reason, please let me know if you're using the SMSDialogueUI component or StandardDialogueUI component.
If you don't want to do that for some reason, please let me know if you're using the SMSDialogueUI component or StandardDialogueUI component.
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Re: Using continue button to finish conversation
I tried using the OnClose and even the OnOpen events to disable this button, but it keeps appearing. I think it's not able to detect what is the 'last line' of the conversation for some reason.
I noticed something interesting: if I use a dialogue like the one in the image below, which has multiple NPC responses before the end, the button already appears on the message marked in blue. It should always consider the last node as the 'last line,' right?
Anyway, I’m using the SMSDialogueUI. Here’s its current configuration:
Thank you very much for your time!
I noticed something interesting: if I use a dialogue like the one in the image below, which has multiple NPC responses before the end, the button already appears on the message marked in blue. It should always consider the last node as the 'last line,' right?
Anyway, I’m using the SMSDialogueUI. Here’s its current configuration:
Thank you very much for your time!
Re: Using continue button to finish conversation
Hi,
Are you running multiple simultaneous conversations?
If Require Continue On Last Line is the only thing that shows the continue button, then it should only appear when the current conversation state doesn't link to any other valid nodes. So maybe something else is making the continue button appear.
Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com?
Are you running multiple simultaneous conversations?
If Require Continue On Last Line is the only thing that shows the continue button, then it should only appear when the current conversation state doesn't link to any other valid nodes. So maybe something else is making the continue button appear.
Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com?