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Set Active on Dialogue Event

Posted: Wed Oct 22, 2014 3:34 am
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.



Re: Set Active on Dialogue Event

Posted: Mon Jan 07, 2019 7:54 am
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 !

Re: Set Active on Dialogue Event

Posted: Mon Jan 07, 2019 8:49 am
by Tony Li
Glad to help!