Page 1 of 1

Override dialogue UI+Specify dialogue entry weirdness

Posted: Tue May 12, 2020 12:45 pm
by Lyl
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

Re: Override dialogue UI+Specify dialogue entry weirdness

Posted: Tue May 12, 2020 1:22 pm
by Tony Li
Hi,
Lyl wrote: Tue May 12, 2020 12:45 pmWhen 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.
I'll investigate this and get back to you by the end of the day.
Lyl wrote: Tue May 12, 2020 12:45 pmFurthermore, 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.
That's because it's waiting for the animators to run their Show and Hide animations, since the Show Trigger and Hide Trigger values are probably still set. They'll eventually give up after a specific number of seconds.

Re: Override dialogue UI+Specify dialogue entry weirdness

Posted: Tue May 12, 2020 8:47 pm
by Tony Li
Thanks for point out this issue. It's a timing bug related to instantiating a dialogue UI from a prefab and jumping to an entry. If you point the Override Dialogue UI component to an instance of a dialogue UI that's already in the scene, it shouldn't happen. I'll fix the timing bug for the next release. (If you need a patch before then, let me know. The fix is already in for the next release.)

Re: Override dialogue UI+Specify dialogue entry weirdness

Posted: Wed May 13, 2020 2:06 am
by Lyl
That's because it's waiting for the animators to run their Show and Hide animations, since the Show Trigger and Hide Trigger values are probably still set. They'll eventually give up after a specific number of seconds.
Thanks for the explanation, it was really bugging me ^^

I was mostly testing things, so no urgency, it can wait until the next release.


Thanks for checking it out, have a nice day!