Hi Tony,
I believe I'm on the same page regarding what you said above. However, if I were to set alert UI text to the Active State for all quest nodes, I only see the alert UI as the 'Return to NPC' state gets active.
In other words, I'm supposed to see alert UI panels appearing as quest machine enters each quest node's active state. But I'm only seeing 1. Any idea why it's not appearing for other nodes (e.g. Start, Enter Circle)?
Thanks!
Journal & Alert UI Questions
Re: Journal & Alert UI Questions
Hi,
No idea. As a test, open the Demo scene and edit the Villager NPC's "Harvest Carrots" quest. Add an Alert to the "Get 3 Carrots" node's Active state > Actions:
Then play the Demo and pick up the quest. You should see the alert:
Once you've confirmed that works, perhaps you can compare it to your own quest's setup. If nothing jumps out at you, feel free to send a reproduction project to tony (at) pixelcrushers.com.
No idea. As a test, open the Demo scene and edit the Villager NPC's "Harvest Carrots" quest. Add an Alert to the "Get 3 Carrots" node's Active state > Actions:
Then play the Demo and pick up the quest. You should see the alert:
Once you've confirmed that works, perhaps you can compare it to your own quest's setup. If nothing jumps out at you, feel free to send a reproduction project to tony (at) pixelcrushers.com.
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Re: Journal & Alert UI Questions
Hi Tony,
I followed your advice and realize that this works great with your demo scene. However, I also realize that there's something that's different between my setup and yours. I am using my dialogue system's alert UI integrated to Quest Machine. Therefore, I have attached the 'Dialogue System Quest Alert UI' component to the 'Quest Machine' gameobject, as per your tutorial.
I attempted to disable the 'Dialogue System Quest Alert UI' component, and the alert text started working fine. It seems to me that quest machine is set up fine, so the issue must lie with either the bridge or the Alert UI in Dialogue Manager. Are there any other settings that I have to adjust on Dialogue Manager's side of things?
I followed your advice and realize that this works great with your demo scene. However, I also realize that there's something that's different between my setup and yours. I am using my dialogue system's alert UI integrated to Quest Machine. Therefore, I have attached the 'Dialogue System Quest Alert UI' component to the 'Quest Machine' gameobject, as per your tutorial.
I attempted to disable the 'Dialogue System Quest Alert UI' component, and the alert text started working fine. It seems to me that quest machine is set up fine, so the issue must lie with either the bridge or the Alert UI in Dialogue Manager. Are there any other settings that I have to adjust on Dialogue Manager's side of things?
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Re: Journal & Alert UI Questions
Hi Tony,
I believe I have found the solution to my issue. As per my suspicion, there was nothing wrong with my quest machine setup. My 'Dialogue System Quest Alert UI' component shouldn't be the issue, so it had to be Dialogue System. Turns out that I have set: Alert Settings > Allow Alerts During Conversations to false for some reason. Set that to true, and it is working like a charm now!
Thanks alot for your help.
I believe I have found the solution to my issue. As per my suspicion, there was nothing wrong with my quest machine setup. My 'Dialogue System Quest Alert UI' component shouldn't be the issue, so it had to be Dialogue System. Turns out that I have set: Alert Settings > Allow Alerts During Conversations to false for some reason. Set that to true, and it is working like a charm now!
Thanks alot for your help.
Re: Journal & Alert UI Questions
Hi,
I can't take credit for this one. It was all you! I'm glad you found the issue and got it working.
I can't take credit for this one. It was all you! I'm glad you found the issue and got it working.