Override Dialogue UI not working between scenes
Posted: Thu Jul 28, 2022 9:27 am
Hi Tony,
I searched the forums and found some similar problems, but all seemed a little more complex than mine so I thought I'd just check if there is a very simple solution.
I've been having a bit of trouble keeping some "special case" secondary dialogue UIs working properly when my project transitions from scene to scene.
The dialogue trigger for this conversation is set to "On Enable", and the game object is enabled by a keystroke.
Game Object: Dialogue System hierarchy: This works fine in the first scene. When I transition into the next scene however, the dialogue appears in its proper panel, but also appears behind that in the generic conversation panel from the dialogue system's Default Canvas. So the player would have to make the same selection twice in two dialogue UIs.
First scene: Second scene: Nothing changes in the Cursor Inventory's Override Dialogue UI component from one scene to another, so I'm a bit baffled by the inconsistency.The problem also persists if I return from the second scene to the first one, so I'm guessing it's something wrong with the transition between scenes rather than some difference between the scenes. The Dialogue Manager's Don't Destroy On Load box is ticked anyway, so I suppose a difference shouldn't matter?
Is there something obvious that I'm missing?
I'm handling this "cursor inventory" through the Dialogue System because which cursors the player currently has access to are controlled by Lua variables which change during dialogue, but if it turns out that having multiple UIs and moving between scenes is inherently complicated to handle I guess I can write the inventory from scratch (I see there was a recent post about how to access Lua variables in C# code).
I searched the forums and found some similar problems, but all seemed a little more complex than mine so I thought I'd just check if there is a very simple solution.
I've been having a bit of trouble keeping some "special case" secondary dialogue UIs working properly when my project transitions from scene to scene.
The dialogue trigger for this conversation is set to "On Enable", and the game object is enabled by a keystroke.
Game Object: Dialogue System hierarchy: This works fine in the first scene. When I transition into the next scene however, the dialogue appears in its proper panel, but also appears behind that in the generic conversation panel from the dialogue system's Default Canvas. So the player would have to make the same selection twice in two dialogue UIs.
First scene: Second scene: Nothing changes in the Cursor Inventory's Override Dialogue UI component from one scene to another, so I'm a bit baffled by the inconsistency.The problem also persists if I return from the second scene to the first one, so I'm guessing it's something wrong with the transition between scenes rather than some difference between the scenes. The Dialogue Manager's Don't Destroy On Load box is ticked anyway, so I suppose a difference shouldn't matter?
Is there something obvious that I'm missing?
I'm handling this "cursor inventory" through the Dialogue System because which cursors the player currently has access to are controlled by Lua variables which change during dialogue, but if it turns out that having multiple UIs and moving between scenes is inherently complicated to handle I guess I can write the inventory from scratch (I see there was a recent post about how to access Lua variables in C# code).