I am having an issue where the speech bubbles for a character who has previously spoken are remaining visible for roughly 5 seconds before disappearing. This is causing overlap of the speech bubbles and I can not figure out where the delay is being called. This is a simple test scene and there are no sequence commands being used. Just a few conversation nodes. Even when the conversation ends the last character to speak speech bubble remains for the same duration before going away.
Here is what is says in the console. Not sure whats going on.
As a bonus I am also trying to figure out a way to clear the PC last spoken text so that The Response choices can appear there and when a choice is made it proceeds showing the next line in the conversation if any.
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 1:02 pm
by Tony Li
Hi,
On your bubble subtitle panels, is the Visibility dropdown still set to Only During Content?
It's possible that the bubbles aren't able to kick off their Hide animations properly. To test this, please remove the Animator component from the Bubble Panel and set the Standard UI Subtitle Panel's Show & Hide Animation Triggers to blank strings.
You're also always welcome to send a reproduction scene or project to tony (at) pixelcrushers.com. I'll be happy to take a look directly.
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 1:19 pm
by jae026
Thank you for the quick reply. Removing the animator components fixed that issue.
Is is possible to clear the PC last line so that I can show the response choices there and then proceed after the choice is made? I modified the response menu to use a scroll rect with left and right buttons. For some reason the buttons or the scroll rect are not receiving any input but its probably being blocked.
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 1:48 pm
by Tony Li
Hi,
Is the response menu in screen space, like in the video below (which also uses the Dialogue System)?
Or is the response menu another bubble panel? Can you post a screenshot of what it looks like right now?
If the response menu is visible, nothing should be blocking mouse input unless you've set all of these options on the Dialogue Manager's Input Device Manager:
Input Device: (anything except mouse)
Detect Mouse Control: UNticked
Control Graphic Raycasters: ticked
If that isn't the case, make sure your scene has an EventSystem. Try inspecting its StandaloneInputModule and ticking Force Module Active.
Is the response menu in screen space, like in the video below (which also uses the Dialogue System)?
Or is the response menu another bubble panel? Can you post a screenshot of what it looks like right now?
If the response menu is visible, nothing should be blocking mouse input unless you've set all of these options on the Dialogue Manager's Input Device Manager:
Input Device: (anything except mouse)
Detect Mouse Control: UNticked
Control Graphic Raycasters: ticked
If that isn't the case, make sure your scene has an EventSystem. Try inspecting its StandaloneInputModule and ticking Force Module Active.
Are there any errors or warnings in the Console?
It is World Space and the response menu is another speech bubble prefab. Basically just a Buttble Template Standard UI Menu Panel modified to use a scroll rect that contains 2 buttons. (We only have 2 responses max). I can set it up in the preab editor but when it is instantiated it is invisible but al the elements are there. Here is my set up.
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 5:45 pm
by Tony Li
Hi,
Are Item_00/Text and Item_01/Text being set to the response nodes' text? If so, then as another test please try removing any Animators and Canvas Groups from the Bubble Template Standard UI Menu Panel NITW and its children. Maybe it's another animator issue.
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 6:42 pm
by jae026
So removing the animators did the trick. Thanks. I am still having an issue.
I got the scroll rect to appear and it is functional but I wanted it to occupy the same space as the Subtitle Menu had been. The Subtitle menu disappears when the response menu appears. Kinda how night in the woods handles their response menu. Also, when the NPC character speaks their last line before the conversant sitches to the PC, it automatically skips the first node after the NPC speaks and proceeds to the next node.
IS it possible for me to send you a copy of the project to check it out?
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 6:55 pm
by Tony Li
Hi,
Sure! Please zip up the Assets, Packages, and ProjectSettings folders. Send it to tony (at) pixelcrushers.com. If it's too big for email, please use the file sharing service of your choice, such as Dropbox (they have a new Dropbox Transfer feature that's ideal for this), Google Drive, OneDrive, Mega, etc.
Sure! Please zip up the Assets, Packages, and ProjectSettings folders. Send it to tony (at) pixelcrushers.com. If it's too big for email, please use the file sharing service of your choice, such as Dropbox (they have a new Dropbox Transfer feature that's ideal for this), Google Drive, OneDrive, Mega, etc.
sent...
Re: Speech Bubbles Remaining Active Issue
Posted: Thu Apr 16, 2020 10:08 pm
by Tony Li
Thanks!
Do you want the bubbles to look similar to this?
dotAlmaStoryboard1.png (234.29 KiB) Viewed 921 times
If so, it's a matter of adjusting the panels' UI settings. I PM'ed you a scene in which I adjusted the menu UI.
Also, you can remove the UIFollowObject components from the subtitle panels. Since they're world space panels, you don't need that component.
For the other issue (skipping the player's first line), please update to the latest version of the Dialogue System. That will fix it.