Set Active on Dialogue Event

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
Posts: 22102
Joined: Thu Jul 18, 2013 1:27 pm

Set Active on Dialogue Event

Post by Tony Li »

Cameras are handled a bit differently from other elements. Instead of using the SetActive() sequencer command, can you assign the simple cam to the Dialogue Manager's Camera Settings > Sequencer Camera property? The simple cam can be a prefab or an object in the scene, and it can be active or inactive. Make sure to tag is as a MainCamera.



When the conversation starts, the Dialogue Manager will deactivate the game cam and activate the Sequencer Camera (i.e., your simple cam), temporarily instantiating it if it's a prefab. When the conversation ends, it will undo this. Using this method, you can get rid of the SetActive() sequencer commands and the blank dialogue box at the end.


Jorinhaaa
Posts: 1
Joined: Wed Oct 31, 2018 8:18 am

Re: Set Active on Dialogue Event

Post by Jorinhaaa »

Thank you so much, I was trying to disable a Canvas with some text elements when the Conversation started, and adding a action that disabled the canvas inside the Dialogue System Trigger BAM it worked. Thank you so much !
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Tony Li
Posts: 22102
Joined: Thu Jul 18, 2013 1:27 pm

Re: Set Active on Dialogue Event

Post by Tony Li »

Glad to help!
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