Page 1 of 2

Portrait not being shown in the first line of conversations.

Posted: Tue Nov 02, 2021 2:13 pm
by Danilock
When some conversation is triggered, the portrait of the NPC is not shown in the UI(only in the first line of the conversation).

Re: Portrait not being shown in the first line of conversations.

Posted: Tue Nov 02, 2021 3:07 pm
by Tony Li
Hi,

Try setting your dialogue UI's subtitle panels' Visibility dropdowns to Always From Start.

Re: Portrait not being shown in the first line of conversations.

Posted: Tue Nov 02, 2021 3:42 pm
by Danilock
It still not working. Also, I should said that this is only happening with one NPC, there are others that doesn't have this problem.

Re: Portrait not being shown in the first line of conversations.

Posted: Tue Nov 02, 2021 4:07 pm
by Tony Li
Is that NPC configured to use a different subtitle panel? You can tell an NPC to use a different subtitle panel by adding a Dialogue Actor component to the NPC's GameObject and setting Dialogue UI Settings > Subtitle Panel Number. You can also use the [panel=#] markup tag or SetPanel() sequencer command.

If the NPC is not configured to use a different subtitle panel, does the NPC's portrait appear after the first line? If not, make sure a portrait image is assigned to the NPC's actor in the Dialogue Editor.

If that doesn't help, are there any errors or warnings in the Console window?

Re: Portrait not being shown in the first line of conversations.

Posted: Tue Nov 02, 2021 4:44 pm
by Danilock
As I said, it's just happening in the first line of the dialog(in one specific NPC).

Re: Portrait not being shown in the first line of conversations.

Posted: Tue Nov 02, 2021 4:50 pm
by Tony Li
Are there any errors or warnings in the Console window?

What version of the Dialogue System are you using?

Are you using a custom dialogue UI or one of the built-in prefabs?

Can you send a reproduction project to tony (at) pixelcrushers.com?

Re: Portrait not being shown in the first line of conversations.

Posted: Mon Nov 29, 2021 3:26 pm
by aarwareadx
I am facing the same issue, any solution to this?

Setting Visibility to "Always From Start" does absolutely nothing.

I have just dropped in the sample VN prefab and set 'all' the Subtitle panels Visibility yet the portraits only show once their character speaks.

Trying to set up the dialogue for strictly telling story between gameplay scenes that is only NPC talking back and forth without the menu/player options. This has been extremely difficult to get working with out the player/menu interaction.

Re: Portrait not being shown in the first line of conversations.

Posted: Mon Nov 29, 2021 3:45 pm
by Tony Li
aarwareadx wrote: Mon Nov 29, 2021 3:26 pmI have just dropped in the sample VN prefab and set 'all' the Subtitle panels Visibility yet the portraits only show once their character speaks.
If the subtitle panel is set to Always From Start, then when a conversation starts it will scan the conversation for any actors that use the panel. If it finds an actor, and that actor isn't already showing in a different subtitle panel, it will show the actor in that subtitle panel.

If your conversation isn't doing this for an actor, is that actor the conversation's primary actor, primary conversant, or an extra actor that isn't one of the two primary participants?
aarwareadx wrote: Mon Nov 29, 2021 3:26 pmTrying to set up the dialogue for strictly telling story between gameplay scenes that is only NPC talking back and forth without the menu/player options. This has been extremely difficult to get working with out the player/menu interaction.
What issues are you having? If you assign dialogue entry nodes only to NPCs, then only NPCs will speak. If you also want the player to speak without a menu, untick the Dialogue Manager's Input Settings > Always Force Response Menu or use the [auto] tag in the player's text.

Re: Portrait not being shown in the first line of conversations.

Posted: Mon Nov 29, 2021 4:21 pm
by aarwareadx
I have it set with just 2 actors with a simple back and forth set of text nodes, basically [Hi, Hello, Goodbye].

Just running with no extra set up from the VN prefab, both npcs take turns using panel 0.

To get it to use panel 0 for the first character speaking and panel 1 for the second character I had to add in the 'start' node a sequence cmd SetPanel(Character2, 1) but panel 1 is still hidden till Character2 runs its first line of text regardless of any visibility settings.

So far the only way I have been able to have both displayed at the start 'but incorrectly' is to add empty objects with a 'Dialogue Actor' component for each Actor and then add the references in the the Dialogue System Trigger's Action for 'Start Conversation' backwards but this causes the names and fading of the non talking actor to be incorrect and if i add them correctly I still end up with the 2nd character 'panel 1' being hidden till the actor talks for the first time.

Re: Portrait not being shown in the first line of conversations.

Posted: Mon Nov 29, 2021 4:34 pm
by Tony Li
Since both NPCs want to use panel 0 at start, only one of them will appear there.

Add a Dialogue Actor component to the second NPC's GameObject. (It sounds like the NPC already has a GameObject; otherwise just create an empty one.) Set Dialogue UI Settings > Subtitle Panel Number to Panel 2:

dialogueActorSubtitlePanel.png
dialogueActorSubtitlePanel.png (35.09 KiB) Viewed 718 times