UI on active/inactive game objects
Posted: Thu Sep 03, 2020 9:05 am
I'm using a Custom Dialogue UI already in a scene. The Ui is on a panel on a canvas, because the panel can be moved around. It works fine until I start playing with the active status of the UI's parent GameObject. I need to toggle on and toggle off its active status, during the game. Simply using CanvasGroup to simulate its presence doesn't do the trick.
But I discovered that the DialogueSystem doesn't like it very much when its Dialogue UI isn't active.
If the UI isn't active when the dialogue starts, it creates its own version under DialogueManager's canvas.
If the UI go inactive during a dialogue, I got null errors in the log.
I try to make my way under the hood, but my coding skills aren't enough to customize the behaviour this way.
Is there a way in which I can have a UI in a scene (so I can move it around) and in which I can deactivate and activate the gameObject containing the UI, even during a conversation? (not a problem if I have to pause/unpause it).
Thanks for the help
But I discovered that the DialogueSystem doesn't like it very much when its Dialogue UI isn't active.
If the UI isn't active when the dialogue starts, it creates its own version under DialogueManager's canvas.
If the UI go inactive during a dialogue, I got null errors in the log.
I try to make my way under the hood, but my coding skills aren't enough to customize the behaviour this way.
Is there a way in which I can have a UI in a scene (so I can move it around) and in which I can deactivate and activate the gameObject containing the UI, even during a conversation? (not a problem if I have to pause/unpause it).
Thanks for the help