Override dialogue UI+Specify dialogue entry weirdness
Posted: Tue May 12, 2020 12:45 pm
Hello Tony,
I was poking the system around, when I found an oddity:
When I start a conversation using a dialogue system trigger with both a gameobject with an override component set as actor (or conversant) and a starting entry ID, the dialogue UI just briefly blinks and disappears right away (actually made inactive).
If I choose to only override the UI or only start from an ID, it works perfectly - I only have the issue when both are combined.
I tried with several UIs (including the basic UI), on clean empty projects too, always the same result.
Furthermore, if I disable the Animators, the UI actually stick on screen for about 5 seconds, then get disabled (when it gets disabled right away when Animators are enabled). That's when my brain melted.
Any idea where this could come from?
PS: Using Unity 2019.3.12f1 with Dialogue System 2.2.6
I was poking the system around, when I found an oddity:
When I start a conversation using a dialogue system trigger with both a gameobject with an override component set as actor (or conversant) and a starting entry ID, the dialogue UI just briefly blinks and disappears right away (actually made inactive).
If I choose to only override the UI or only start from an ID, it works perfectly - I only have the issue when both are combined.
I tried with several UIs (including the basic UI), on clean empty projects too, always the same result.
Furthermore, if I disable the Animators, the UI actually stick on screen for about 5 seconds, then get disabled (when it gets disabled right away when Animators are enabled). That's when my brain melted.
Any idea where this could come from?
PS: Using Unity 2019.3.12f1 with Dialogue System 2.2.6