Animation not triggering in Response Menu Sequence
Posted: Fri Jan 15, 2021 2:38 pm
Hello all,
I'm having an issue trying to get cutscenes working properly using Dialogue System.
Right now, I have a main player camera, and a cutscene camera (called "BonusCam"). I'm attempting to make it where my conversations will switch between the traditional main camera and my bonus camera throughout the conversation, with the bonus camera moving around using animations (to simulate a film-like "direction"). So I have the "Animation" component with the animation attached to the BonusCam object.
So right now I have in a node's sequence "SwitchCamera(BonusCam);" which works totally fine. But next, I have "Animation(cutscene1[BonusCam])" which doesn't work. The camera still changes, but doesn't move (presumably because the animation isn't playing). I'm not getting anything in the console to clue me in on why this isn't occurring exactly.
Some other tidbits:
- I thought it may be related to my dialogue time mode being "Realtime" instead of "Gameplay", but I haven't tested yet because for some reason changing it causes no dialogue to display at all (outside of character names/portraits)
- I've tried to use a few variations switching between the "Sequence" and "Response Menu Sequence" but to no avail. Have also tried using some delays to call the animation a few seconds after the camera switch, but that's also not happening.
- My BonusCam is set to be the sequencer camera in my Dialogue Manager settings.
- The animation is set to legacy (I saw that was a common issue people had so wanted to rule it out)
- While the game is running, if I select the clone of BonusCam that Dialogue Manager creates and hit play on the animation tab, the animation will play in the game view. That's about as close as I've gotten to it actually working.
Apologies in advance for being extremely dumb, bad at coding, and using the legacy animation tool, which all probably hurt my chances of fixing this. But thanks all the same for reading.
I'm having an issue trying to get cutscenes working properly using Dialogue System.
Right now, I have a main player camera, and a cutscene camera (called "BonusCam"). I'm attempting to make it where my conversations will switch between the traditional main camera and my bonus camera throughout the conversation, with the bonus camera moving around using animations (to simulate a film-like "direction"). So I have the "Animation" component with the animation attached to the BonusCam object.
So right now I have in a node's sequence "SwitchCamera(BonusCam);" which works totally fine. But next, I have "Animation(cutscene1[BonusCam])" which doesn't work. The camera still changes, but doesn't move (presumably because the animation isn't playing). I'm not getting anything in the console to clue me in on why this isn't occurring exactly.
Some other tidbits:
- I thought it may be related to my dialogue time mode being "Realtime" instead of "Gameplay", but I haven't tested yet because for some reason changing it causes no dialogue to display at all (outside of character names/portraits)
- I've tried to use a few variations switching between the "Sequence" and "Response Menu Sequence" but to no avail. Have also tried using some delays to call the animation a few seconds after the camera switch, but that's also not happening.
- My BonusCam is set to be the sequencer camera in my Dialogue Manager settings.
- The animation is set to legacy (I saw that was a common issue people had so wanted to rule it out)
- While the game is running, if I select the clone of BonusCam that Dialogue Manager creates and hit play on the animation tab, the animation will play in the game view. That's about as close as I've gotten to it actually working.
Apologies in advance for being extremely dumb, bad at coding, and using the legacy animation tool, which all probably hurt my chances of fixing this. But thanks all the same for reading.