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Animated Portraits 2.2.7

Posted: Mon Jun 15, 2020 4:03 pm
by VoodooDetective
Hey there, I just upgraded to 2.2.7 to get access to the addressables functionality (which works great!). Unfortunately, my character portraits no longer show up at all. Is there anything I need to do to upgrade successfully? I haven't changed anything on my end since the upgrade.

N/PC Portrait Image will be deactivated when speech starts.

Re: Animated Portraits 2.2.7

Posted: Mon Jun 15, 2020 4:53 pm
by Tony Li
Hmm, do the portraits appear in DemoScene1?

If so, how are you doing your portraits differently? Are you using SetPortrait()?

Re: Animated Portraits 2.2.7

Posted: Mon Jun 15, 2020 5:09 pm
by VoodooDetective
Demo scene does work. I think the main difference is I use animated portraits. I've got a controller on my dialogue actor, i've got it enabled in the prefab, and I've got this as my default sequences:

PC

Code: Select all

AnimatorPlay(Talking, PC Portrait Image);
required AnimatorPlay(Idle, PC Portrait Image)@Message(TypedAndSpoken);
AudioWait(entrytag)->Message(VoiceComplete);
SendMessage(ActionFinished,,Voodoo Detective Dialogue Manager)@Message(VoiceComplete);
Delay({{end}});
NPC

Code: Select all

AnimatorPlay(Talking, NPC Portrait Image);
required AnimatorPlay(Idle, NPC Portrait Image)@Message(TypedAndSpoken);
AudioWait(entrytag)->Message(VoiceComplete);
SendMessage(ActionFinished,,Voodoo Detective Dialogue Manager)@Message(VoiceComplete);
Delay({{end}});
I also have default sprite and default texture2D set, but I've tried xor/and/or combinations on that as well.

Re: Animated Portraits 2.2.7

Posted: Mon Jun 15, 2020 7:42 pm
by Tony Li
Hi,

Are there any warnings or errors in the Console?

Does this animated portrait example work in your project?

DS_AnimatedPortraitExample_2020-03-29.unitypackage

Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com?

Re: Animated Portraits 2.2.7

Posted: Tue Jun 16, 2020 3:41 pm
by VoodooDetective
So I did a little debugging which lead me to ConversationModel:GetCharacterInfo().

I only have a portrait/animator controller on my DialogueActor component. It looks like this method looks at the dialogue actor only to grab the "actor" from the database. It ignores the portrait information on the DialogueActor leaving the portrait null which in turn prevents the animator controller from functioning. I see some commented out code around there. Maybe that was a change in 2.2.7?

Yeah looks like the portrait is set in 579, and then unset in 580.

Re: Animated Portraits 2.2.7

Posted: Tue Jun 16, 2020 3:52 pm
by Tony Li
Yup, it's an issue in 2.2.7 related to Addressables. The SetPortrait() sequencer command can save a persistent reference (by name) to a portrait image in a Resources folder, assetbundle, or Addressable. Since checking for an Addressable is an async operation, it doesn't return the portrait immediately, and the GetCharacterInfo() doesn't handle it gracefully.

As a temporary workaround, try assigning a portrait image to your actor in the dialogue database.

I'll try to have a patch available by tomorrow morning.

Re: Animated Portraits 2.2.7

Posted: Tue Jun 16, 2020 3:57 pm
by VoodooDetective
Oh awesome! Thanks for looking into it. Sorry if I'm reiterating a known issue :(

Re: Animated Portraits 2.2.7

Posted: Tue Jun 16, 2020 4:07 pm
by Tony Li
No, it was something that slipped through the testing cracks.

Re: Animated Portraits 2.2.7

Posted: Thu Jun 18, 2020 2:45 pm
by VoodooDetective
Hey no rush at all, just curious if the patch was posted. I didn't see it in the downloads section, but I sometimes miss things :/

Re: Animated Portraits 2.2.7

Posted: Thu Jun 18, 2020 3:09 pm
by Tony Li
Hmm, I sent it as a private message that same day. But don't see it in my outbox, which means you either received it or it never got into the system in the first place. Here it is:

DS_2_2_7_ConversationModelPatch_2020-06-16.unitypackage