I'm having some issues using the Dialogue System with the Invector Third Person controller. I managed to get everything setup and I'm able to have a use conversation with an NPS. However, I'm having the following problems:
1) none of the closeups or sequence commands seem to have any effect
2) there is a flickering in the scene from time to time (generally when you click continue or a response)
3) the player name doesn't show on the response dialogue
I'm using the default Invector Camera. I'm locking the Camera during a conservation so the player does NOT move and unlocking it after the conversation.
Any help would be appreciated.... Thanks
Using the Dialogue System with Invector TPC
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- Posts: 3
- Joined: Sat Nov 25, 2017 9:31 am
Re: Using the Dialogue System with Invector TPC
Hi,
The 3rdPersonController needs to be set up to disable Invector during conversations. The flicker you're seeing is the Dialogue System trying to run a closeup, but the Invector camera script immediately moving it back.
The Dialogue System provides general-purpose integration components that you can use to set this up without any scripting.
Here's an example scene that shows how to set up the player:
It uses a Set Component Enabled On Dialogue Event component and Start Sequence On Dialogue Event component. For good measure, it also uses a Selector and Show Cursor On Conversation.
If you're using the Menu Framework on the Dialogue System Extras page, you'll want to check this package instead, which is preconfigured for use with the Menu Framework:
The 3rdPersonController needs to be set up to disable Invector during conversations. The flicker you're seeing is the Dialogue System trying to run a closeup, but the Invector camera script immediately moving it back.
The Dialogue System provides general-purpose integration components that you can use to set this up without any scripting.
Here's an example scene that shows how to set up the player:
It uses a Set Component Enabled On Dialogue Event component and Start Sequence On Dialogue Event component. For good measure, it also uses a Selector and Show Cursor On Conversation.
If you're using the Menu Framework on the Dialogue System Extras page, you'll want to check this package instead, which is preconfigured for use with the Menu Framework:
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- Posts: 3
- Joined: Sat Nov 25, 2017 9:31 am
Re: Using the Dialogue System with Invector TPC
Hi Tony,
The attacked Unity example doesn't illustrate any of the sequence camera zooming I was talking about. I'm pretty sure I configured the things you mentioned in your post.
If I create, and assign, a second camera to the sequence camera then the closeups seem to work. However, if I assign an instance of the camera instance prefab to the Camera Angles camera; after the conversation is complete it doesn't switch back to the main Invector Camera.
I'll play with all the cameras some more and see if I can make sense of it. Maybe I'll make a video for YouTube illustrating the issue if I can't get it working.
The attacked Unity example doesn't illustrate any of the sequence camera zooming I was talking about. I'm pretty sure I configured the things you mentioned in your post.
If I create, and assign, a second camera to the sequence camera then the closeups seem to work. However, if I assign an instance of the camera instance prefab to the Camera Angles camera; after the conversation is complete it doesn't switch back to the main Invector Camera.
I'll play with all the cameras some more and see if I can make sense of it. Maybe I'll make a video for YouTube illustrating the issue if I can't get it working.
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- Posts: 3
- Joined: Sat Nov 25, 2017 9:31 am
Re: Using the Dialogue System with Invector TPC
Ok, it seems to be working. I'm using three separate cameras slots:
- 3rd Person Camera (Invector)
- Sequence Camera
- Camera Angles Prefab
The only thing I haven't figured out at the moment is why doesn't it show the Players name of the response control? I'm using one of the JRPG controls and the response square is solid blue without any text.... Weird!
- 3rd Person Camera (Invector)
- Sequence Camera
- Camera Angles Prefab
The only thing I haven't figured out at the moment is why doesn't it show the Players name of the response control? I'm using one of the JRPG controls and the response square is solid blue without any text.... Weird!
Re: Using the Dialogue System with Invector TPC
It's just the way that dialogue UI is set up. In the upcoming 1.7.7, I changed it because I agree that it doesn't look right.
To show the player's image while the response menu is visible, assign the Portrait Image and Portrait Name UI elements to Dialogue > Response Menu > PC Image and PC Name.
To show the player's image while the response menu is visible, assign the Portrait Image and Portrait Name UI elements to Dialogue > Response Menu > PC Image and PC Name.
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- Posts: 1
- Joined: Sun Jan 13, 2019 12:58 am
Re: Using the Dialogue System with Invector TPC
I have been using this for awhile now,and i never figured out why upon canceling dialogue or sometimes after talking to npc my character leans forward or tilts backwards and i am stuck like this moving around till i restart the scene.Anyone else have this issue?
Re: Using the Dialogue System with Invector TPC
Are you using the LookAt() sequencer command with the allAxes parameter, or something similar? If so, it's possible you're changing the character's angle with it.
Does the problem happen in the example scene?
(I'm finishing work for the day, but I'll be back online in the morning.)
Does the problem happen in the example scene?
(I'm finishing work for the day, but I'll be back online in the morning.)