I have a DialogueSystemTrigger set to trigger on Start and play a sequence:
When I hit play in the editor, the game runs for about a second (maybe less?) before the fade kicks in. I seem to get the same result if I uncheck "Wait 1 Frame."
Maybe this goes away in builds? Any advice?
Thanks!
I see a second or so of my game before the Fade(in,2) sequence kicks in
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Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
Hi,
Test a build. It sounds like, when you hit the play button, the game hasn't fully entered play mode yet.
Test a build. It sounds like, when you hit the play button, the game hasn't fully entered play mode yet.
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- Posts: 24
- Joined: Mon Feb 11, 2019 6:29 pm
Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
Hi Tony,
Thanks again for all of your help. I have a video capture that show's the issue in a build. I appreciate any advice you might be able to share:
Thanks again for all of your help. I have a video capture that show's the issue in a build. I appreciate any advice you might be able to share:
Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
Hi,
Try unticking 'Wait One Frame'.
Try unticking 'Wait One Frame'.
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- Posts: 24
- Joined: Mon Feb 11, 2019 6:29 pm
Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
It looks the same (or close enough that I can't tell) with "Wait 1 Frame" unchecked
Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
Hi,
Please back up your project and try this patch:
DS_Frame1Patch_2021-05-11.unitypackage
When a Dialogue System Trigger is set to OnStart or OnEnable, it attempts to wait until the end of the frame to allow other components' Start methods to finish first. Several Unity versions have a bug with execution order on frame 1 (the first frame of play mode) that cause "yield WaitForEndOfFrame" to incorrectly yield an extra frame. This only occurs if Unity is on frame 1. In version 2.2.17, I implemented a workaround. If a Dialogue System Trigger attempts to start on frame 1, it will start immediately instead of trying to wait until the end of the frame.
Please back up your project and try this patch:
DS_Frame1Patch_2021-05-11.unitypackage
When a Dialogue System Trigger is set to OnStart or OnEnable, it attempts to wait until the end of the frame to allow other components' Start methods to finish first. Several Unity versions have a bug with execution order on frame 1 (the first frame of play mode) that cause "yield WaitForEndOfFrame" to incorrectly yield an extra frame. This only occurs if Unity is on frame 1. In version 2.2.17, I implemented a workaround. If a Dialogue System Trigger attempts to start on frame 1, it will start immediately instead of trying to wait until the end of the frame.
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- Posts: 24
- Joined: Mon Feb 11, 2019 6:29 pm
Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
Just following up to report that this does fix it. Thanks!!
Re: I see a second or so of my game before the Fade(in,2) sequence kicks in
Great! Thanks for letting me know.