Hi,
The most consistent way is to switch to a static vcam. This keeps all your camera stuff within Cinemachine.
[HOWTO] How To: Use Cinemachine with the Dialogue System
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
Thanks!
That was my 2nd guess... but seemed overly complex and wasnt sure how to do that...
I actually tried my first guess while waiting and turns out it worked
I used the on conversation start (that was already on my player) which would toggle off the character controller script as well as its animator and added the virtualcamera.
So the movement is turned off on cutscene start and back on when it ends
That was my 2nd guess... but seemed overly complex and wasnt sure how to do that...
I actually tried my first guess while waiting and turns out it worked
I used the on conversation start (that was already on my player) which would toggle off the character controller script as well as its animator and added the virtualcamera.
So the movement is turned off on cutscene start and back on when it ends
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
Sounds good. That’s a totally fine way to do it, too.
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
Hi,
When I tried to add a cinamchine confiner component(and the gameobject with polygoncollider 2d as boundary) to the virtual camera, it somehow stopped the dialogue system from working properly. To be specific, I can no longer start conversations with objects/npcs. But when I remove the confiner, it works again. Any suggestions? Thanks
When I tried to add a cinamchine confiner component(and the gameobject with polygoncollider 2d as boundary) to the virtual camera, it somehow stopped the dialogue system from working properly. To be specific, I can no longer start conversations with objects/npcs. But when I remove the confiner, it works again. Any suggestions? Thanks
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
It may be a coincidence. The Dialogue System does nothing with Cinemachine confiners. If you can't narrow down the issue, please feel free to send a reproduction project to tony (at) pixelcrushers.com and include the steps to reproduce the issue. I'll be happy to take a look.
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
Thanks for the response. I managed to figure it out. It wasn't anything related to the dialogue system indeed. It was just the polygon collider2d blocked my selector's raycast and I couldn't trigger the conversation. I just changed the selector to raycast all and it solved the problem!
Re: [HOWTO] How To: Use Cinemachine with the Dialogue System
Great! I'm glad you were able to get to the bottom of it.