Quest Tracker HUD Coroutine error
Posted: Wed Jun 29, 2022 7:06 am
Hi Tony!
I am trying to use the Quest Tracker HUD prefab in my own menu, but I seem to be missing something .
This menu has an open/close functionality as well as submenus that get enabled/disabled with left-right navigation.
When the quest is active and I open the menu > go to Quest subpage, I can't see the HUD.
I keep getting this error:
The error seems to be happening here:
If I put the Quest Tracker HUD prefab at the root of the canvas, it works well, but that's not how I want to use it, since I only want it to be visible in the quest submenu only.
Do I need to use another UI element with the Quest Tracker HUD? I can't find the documentation or tutorial to set this up correctly.
Thank you!
PS. I'm not using Quest Machine.
I am trying to use the Quest Tracker HUD prefab in my own menu, but I seem to be missing something .
This menu has an open/close functionality as well as submenus that get enabled/disabled with left-right navigation.
When the quest is active and I open the menu > go to Quest subpage, I can't see the HUD.
I keep getting this error:
Code: Select all
Coroutine couldn't be started because the the game object 'Quest Tracker HUD' is inactive!
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
PixelCrushers.DialogueSystem.StandardUIQuestTracker:UpdateTracker () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Standard/Quest/StandardUIQuestTracker.cs:195)
Code: Select all
public virtual void UpdateTracker()
{
if (!isVisible) return;
if (refreshCoroutine == null)
{
refreshCoroutine = StartCoroutine(RefreshAtEndOfFrame()); //Line 195
}
}
Do I need to use another UI element with the Quest Tracker HUD? I can't find the documentation or tutorial to set this up correctly.
Thank you!
PS. I'm not using Quest Machine.