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Re: Multiple Conversations get mixed
Posted: Mon Aug 19, 2024 6:03 pm
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.
Re: Multiple Conversations get mixed
Posted: Mon Aug 19, 2024 8:46 pm
by Tony Li
Excellent point. I'll make that clear in the manual.
Re: Multiple Conversations get mixed
Posted: Mon Aug 19, 2024 9:21 pm
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 (18.26 KiB) Viewed 594 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).
Re: Multiple Conversations get mixed
Posted: Mon Aug 19, 2024 9:45 pm
by Tony Li
Hi,
Try making SecondaryDialogueUI into a prefab and assign the prefab to your Override Dialogue UI component.
Re: Multiple Conversations get mixed
Posted: Mon Aug 19, 2024 10:19 pm
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.
Re: Multiple Conversations get mixed
Posted: Tue Aug 20, 2024 8:10 am
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!