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Journal Panel doesn't show up
Posted: Sat Sep 22, 2018 9:26 pm
by GorkaGames
Hi,
I know it sound trivial but I've tried to open the Journal window on a different ways and I haven't been succesfull.
Neither with "set active = true" nor with the command you have on the method in the demo scene; questjournal.toggle...
Any ideas? Thanks
Re: Journal Panel doesn't show up
Posted: Sat Sep 22, 2018 11:35 pm
by Tony Li
Hi,
If the Quest Journal component's UI Settings > Quest Journal UI field is unassigned, it will use the journal UI on the "Quest Machine" GameObject. This is the recommended configuration.
Does your scene have a "Quest Machine" GameObject? The "Quest Machine" prefab contains a canvas that has several UIs, including a journal UI.
When you call QuestJournal.Toggle(), does the GameObject "Quest Machine / Quest Machine Canvas / Quest Journal UI" become active? If it becomes active but it's not visible, then maybe the position of the window got changed. If you're in VR or AR, remember that Screen Space - Overlay canvases are not visible in VR/AR. You'll need to change the canvas to Screen Space - Camera or World Space, and adjust its settings so it's visible by your camera.
Please feel free to post screenshots of your configuration, or send them to tony (at) pixelcrushers.com, or send an example scene that demonstrates the issue. I'll be happy to take a look.
Re: Journal Panel doesn't show up
Posted: Sun Sep 23, 2018 1:42 pm
by GorkaGames
Fixed!
Re: Journal Panel doesn't show up
Posted: Tue Oct 16, 2018 2:43 pm
by GorkaGames
Hi,
I have moved my Journal Panel to my Canvas (It's NOT in the Don't destroy on load) and I`ve assigned it on the Quest Machine but I have the following issue.
Once the game starts, the Quest Machine' filed: Quest Journal UI lost his reference to the Journal Panel UI, and therefore the panel doesn't work. It shows up (I call the ToggleUI) but it doesn't show up the quests (it's empty).
The extrange thing it's that it was working fine but I changed a few things on the canvas and now the panel it's empty. (I cheched on the Hierarchic and I can see its active but the scroll panel its empty when I have quests on the Journal.
My Journal its on a gameobject on the scen also (NOT in Don't destroy on load)
Any ideas? It's not possible to have the canvas on the scene? It has to be on the "Don't destroy on load" ?
Re: Journal Panel doesn't show up
Posted: Tue Oct 16, 2018 2:51 pm
by Tony Li
Hi,
It's OK for the Quest Journal to be in the scene and NOT Don't Destroy On Load. That is the normal configuration.
If the journal UI is NOT Don't Destroy On Load, and if you load a saved game, then the Quest Machine GameObject will lose its reference to the journal UI. This may be OK, though. In this case, assign the journal UI directly to the Quest Journal's UI Settings.
Re: Journal Panel doesn't show up
Posted: Tue Oct 16, 2018 3:16 pm
by GorkaGames
Ok, I tried that also, but I can't assign the journal UI directly to the Quest Journal's UI Settings because it says: IU Quest Dialog instead of IU Quest Journal. May be a bug? If not, I can't assign the component on that field.
Re: Journal Panel doesn't show up
Posted: Tue Oct 16, 2018 3:21 pm
by Tony Li
That's a bug in version 1.0.7. I'll PM you a download link to the 1.0.8 beta very soon.
Re: Journal Panel doesn't show up
Posted: Tue Oct 16, 2018 4:25 pm
by Tony Li
Hi,
I just PM'ed you the download link for 1.0.8b1.
Please back up your project first. Then import 1.0.8b1. Finally, select menu item Tools > Pixel Crushers > Common > Misc > Enable Physics2D support. If you're not using 2D Physics, you can skip the menu item.
Things you might be interested in:
- You can now assign to Quest Journal > UI Settings > Journal UI.
- Unity UI Quest Journal UI has new checkboxes: Always Expand All Groups & Show Details On Focus.
The full release notes are below:
- CHANGED: If using Physics2D in Unity 2018+, you must set scripting define symbol USE_PHYSICS2D.
- Added: QuestGeneratorEntity.StartDialogue methods that generate quest first if necessary.
- Added: Can now adjust drive values at runtime.
- Added: Quest Journal UI options to always expand groups, show details when hovering on quest name.
- Added: Quest Journal UI quest name can now show quest's icon.
- Added: EntityType Saver.
- Fixed: Removed null reference error an urgency function is unassigned.
- Fixed: Trigger Event and Collision Event components now handle >32 tags.
- Fixed: Quest Journal > UI Settings > Journal UI incorrectly accepted Dialogue UI type.
- Improved: Editor windows now gracefully ignore unreadable third party DLLs.
- Improved: Added Assign Unique Key menu item for Saver components.
- Improved: Animator Saver now saves parameter values.
- articy:draft:
- Articy condition nodes correctly link to true and false result nodes.
- Links to the same node now actually link to the same node instead of duplicates of the node.
- Dialogue System for Unity:
- Fixed: Now only replaces tags if Process QM Tags is ticked.
- Fixed: GiveQuest() Lua function finds Quest Journal even if ID is blank.
- Fixed: Now shows regular Quest Machine UI if content has no Dialogue System Conversation content.
- ORK Framework: Fixed bug in GetQuestNodeStateStep.
Re: Journal Panel doesn't show up
Posted: Tue Oct 16, 2018 6:26 pm
by GorkaGames
Thanks Tony
Re: Journal Panel doesn't show up
Posted: Sun Feb 24, 2019 3:05 pm
by GorkaGames
Regarding this issue... would be great to have an option in QuestJournal.cs that finds the QuestJournalUI component on the scene and apply it.
Sometines on my game either the Canvas Quest Journal UI or the Quest Machine are in "Don't destroy in load" and I lose the refence. Should be a solution witout references in the inspector. Any idea / update? I may modify the code to assign the component at the start
EDIT: But I have tried this on override onenable() and it doesn't work:
questJournalUI = GameObject.FindObjectOfType<UnityUIQuestJournalUI>();