After successfully upgrading from 1.8.2 to 2.0.4 the overhead custom UI didn't work , instead I'm getting the default UI of DS.Tony Li wrote: ↑Sat Jun 02, 2018 10:45 am Hi,
Thanks for buying the Dialogue System!
Here's an example scene: DS_CorgiDialogueUIContinueButtonExample_2018-06-02.unitypackage
I only set up Dude1 and Dude2.
The Corgi integration works a little differently. Each NPC has its own DialogueUI child GameObject that has an Override Unity UI Dialogue Controls component. This component overrides the controls that are on the Dialogue Manager's regular dialogue UI (e.g., Generic Unity UI Dialogue UI in the example scene).
This means you need to add a continue button to the NPC's DialogueUI and assign it to the NPC's Override Unity UI Dialogue Controls component.
In the example scene, I set up Dude1 like this:
1. Expanded Dude-DS1 > ConversationZone > DialogueUI > Panel > TextPanel. Added an new UI button named "Continue Button".
2. Added a Unity UI Continue Button Fast Forward component to the button. Pointed the Dialogue UI field to the Dialogue Manager's Unity UI Generic Dialogue UI. Pointed the Typewriter Effect field to the Subtitle Line. Then I configured the button's OnClick() event to call UnityUIContinueButtonFastForward.OnFastForward. You only need to do these steps if you want to fast-forward the typewriter. If you instead want the continue button to immediately skip to the next line even if the typewriter is still typing, don't add this component. Point the OnClick() event directly to the Unity UI Generic Dialogue UI's OnContinue method.
3. Added a UI Button Key Trigger component to make the 'A' key a hotkey for the button. You can also assign an input button such as the joystick 'B' button if you want.
4. Assigned the continue button to the NPC's Overide Unity UI Dialogue Controls > Continue Button field.
5. Finally, just as you did, I set the Dialogue Manager's Subtitle Settings > Continue Button mode to Always.
is there any further setups I should do to make it work again?