Hello,
I'm using the Dialogue System in version: 2.1.1
My version Unity is 2018.3.4f1
Currently, I'm on this tutorial (2min 55 sec video):
I have exactly the same how it is in the tutorial.
When I walk into the Trigger, "hello" not appear. I get a warning in console: "Dialogue System: Dialogue System Trigger is set to a mode that requires a collider, but it has no collider component". - Player Character has Rigidbody2D with dynamic and box collider2D with IsTrigger = false. This Box1 has BoxCollider2D with IsTrigger = true (I expanded trigger zone of course).
Next I wrote a test script with only OnTriggerEnter and I put this one on Box1 - It worked perfectly.
So I started google it and I found that there is a problem with #if:
In DialogueSystemTrigger in 373 and 475 line there is a problem with #if USE_PHYSICS2D || !UNITY_2018_1_OR_NEWER the code under that is grey (comment without //). Ok I get it that my Unity version is higher but why USE_PHYSICS2D didnt work?
When I change to #if USE_PHYSICS2D || UNITY_2018_1_OR_NEWER or #!if USE_PHYSICS2D || !UNITY_2018_1_OR_NEWER the whole problem disappears and it work perfectly but this is a good solution? Is there any other solution? I don't want to interfere in asset code.
Problem with DialogueSystemTrigger (barks)
Re: Problem with DialogueSystemTrigger (barks)
Hi,
Select menu item Tools > Pixel Crushers > Common > Misc > Enable Physics2D Support....
In Unity 2018+, it's possible to disable Physics2D. For this reason, the Dialogue System does not assume that your project has Physics2D; otherwise it would fail to compile if your project doesn't have Physics2D.
Select menu item Tools > Pixel Crushers > Common > Misc > Enable Physics2D Support....
In Unity 2018+, it's possible to disable Physics2D. For this reason, the Dialogue System does not assume that your project has Physics2D; otherwise it would fail to compile if your project doesn't have Physics2D.
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Re: Problem with DialogueSystemTrigger (barks)
Just want to point out that some of the video tutorials will lead you into this issue...
Re: Problem with DialogueSystemTrigger (barks)
It's pretty clear that my destiny is not to be a YouTube star. The videos were recorded before Unity 2018 made this an issue. This week I'm going to try to figure out how to add notes to videos since YouTube replaced annotations with some new-fangled card system.
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- Posts: 24
- Joined: Mon Feb 11, 2019 6:29 pm
Re: Problem with DialogueSystemTrigger (barks)
Yeah the new card thing seems like it sucks. It's a tricky problem to solve, maybe just put something in the video description, but even that can be easy to miss with youtube these days
I suppose a possible solution could be to if the project has it's Project Settings > Editor > Default Behavior Mode set to 2D... I'm not even sure if you can check that. Short of that, maybe a pop up when you first start the project to let the user know about this new setting. I suspect it will affect all 2D users for the first time (I had no idea about the setting and only found it by searching the forums before I was about to post), as well as anyone working through the tutorials, which is rough.
Good luck and thanks.
I suppose a possible solution could be to if the project has it's Project Settings > Editor > Default Behavior Mode set to 2D... I'm not even sure if you can check that. Short of that, maybe a pop up when you first start the project to let the user know about this new setting. I suspect it will affect all 2D users for the first time (I had no idea about the setting and only found it by searching the forums before I was about to post), as well as anyone working through the tutorials, which is rough.
Good luck and thanks.
Re: Problem with DialogueSystemTrigger (barks)
That's a great idea. I'll see if I can check that in the next update. I just submitted version 2.1.3. But I've figured out cards, so I'll at least be able to put a message at the beginning of the video tutorials later this week.destrucity wrote: ↑Mon Mar 18, 2019 9:29 pmI suppose a possible solution could be to check if the project has it's Project Settings > Editor > Default Behavior Mode set to 2D...