Portrait Disappearing on Second Conversation
Posted: Tue Jan 19, 2021 8:43 am
Hey Toni! Loving the asset so far, but ran into the first problem that the documentation couldn't help me with.
The way my game is set up, I am calling in my code whenever I want to play dialogue. I then wait until is false before I go to the next part of the cut-scene where I'm just moving some characters around, and then running another dialogue the same way.
The problem I am running into is that no matter which conversations I start playing and in whatever order, whenever I play a second dialogue, the actor's portrait will flash briefly, and then disappear. Then when I click continue to finish the dialogue, the character's portrait will flash again before closing the entire dialogue UI (I'm using the VN Template with some small tweaks to add 4 panels). The first conversation always loads the actor's portraits correctly, and will toggle between focusing on the different speakers (making them full color, and fading them into black while not talking).
I've tried making different conversations, switching around my ordering, and the problem persists, always on the second conversation invoked in my game. I'm wondering if there is some kind of "cleanup" I have to do after starting conversations the way I am in code. I get no errors/warnings in my logs, and the debug logs seem normal, but I can post those too if needed. I added an attachment of what the "Portrait Image" GameObject in the VN template looks like when the actor is invisible. Any help is appreciated, thanks!
The way my game is set up, I am calling
Code: Select all
PixelCrushers.DialogueSystem.DialogueManager.StartConversation("Prologue/Start");
Code: Select all
PixelCrushers.DialogueSystem.DialogueManager.IsConversationActive
The problem I am running into is that no matter which conversations I start playing and in whatever order, whenever I play a second dialogue, the actor's portrait will flash briefly, and then disappear. Then when I click continue to finish the dialogue, the character's portrait will flash again before closing the entire dialogue UI (I'm using the VN Template with some small tweaks to add 4 panels). The first conversation always loads the actor's portraits correctly, and will toggle between focusing on the different speakers (making them full color, and fading them into black while not talking).
I've tried making different conversations, switching around my ordering, and the problem persists, always on the second conversation invoked in my game. I'm wondering if there is some kind of "cleanup" I have to do after starting conversations the way I am in code. I get no errors/warnings in my logs, and the debug logs seem normal, but I can post those too if needed. I added an attachment of what the "Portrait Image" GameObject in the VN template looks like when the actor is invisible. Any help is appreciated, thanks!