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Simultaneous conversations continue buttons affecting each other

Posted: Sun Sep 11, 2022 4:13 pm
by TonyCooper
Hello again,
I'm getting on great with the Dialogue System and having done some searches of this forum for info have managed to set up a simultaneous conversation - one is a tablet info screen UI, and the other is the bubble dialogue above the players' head.

One issue I'm having though is that while I want the info screen to remain there until the player manually closes it, I want to be able to progress the player's bubble dialogue at the same time - however, when I click 'continue' for the bubble dialogue, that 'continue' seems to register for the tablet UI too, which closes.

FYI The tablet UI has a 'close' button in one corner on the continue button, and the bubble dialogue has an invisible 'whole screen' continue button, so a click anywhere will progress it.

How do I separate out the 'continue' response so that it only affects the conversation it is for?

Many thanks!

Re: Simultaneous conversations continue buttons affecting each other

Posted: Sun Sep 11, 2022 5:48 pm
by Tony Li
Hi,

Configure the continue button to call the subtitle panel's OnContinue method.

Re: Simultaneous conversations continue buttons affecting each other

Posted: Thu Sep 15, 2022 6:08 pm
by TonyCooper
Thanks for the quick response! Sorry for my late one, got bogged down in a bug elsewhere.

I have set it up so that the button calls OnContinue on both the player bubble subtitle panel, and on the computer UI panel.

Individually this works fine. But when I set two conversations going simultaneously the 'continue' still affects both subtitles - if I either click on the computer panel button OR outside of it (so on the bubble panel screen size button) the computer panel disappears and at the same time the bubble dialogue progresses to the next node.

Then the dialogue gets 'stuck' in that next node (clicking on the screen does nothing - the continue button is still enabled though) and only pressing ESC progresses through the conversation at that point.

Any help gratefully received! Thanks :)

Re: Simultaneous conversations continue buttons affecting each other

Posted: Thu Sep 15, 2022 8:29 pm
by Tony Li
Hi,

Here's an example scene:

DS_SimultaneousContinueButtonsExample_2022-09-15.unitypackage

I just noticed that you said the player uses an overhead bubble subtitle panel. In the example scene, the Player has a custom subtitle panel (overhead bubble). It doesn't have a complete dialogue UI. This means it will use the Dialogue Manager's default dialogue UI, which is set to a Basic Standard Dialogue UI. The conversation won't actually show any of the Basic Standard Dialogue UI's UI elements, but it needs the Standard Dialogue UI component to coordinate what gets shown in the conversation (i.e., the player's bubble).

Since only one conversation at a time can use a dialogue UI, the other conversation should use a different dialogue UI. In the example scene, the Computer has an Override Dialogue UI component that points to a Computer Standard Dialogue UI that I've positioned on the right side of the screen.

Re: Simultaneous conversations continue buttons affecting each other

Posted: Fri Sep 16, 2022 12:53 pm
by TonyCooper
Hello,

Thank you for the example scene - that all makes sense and I think I know where I've gone wrong now!

My player bubble dialogue is set up like in your example, but the computer UI is literally just a "Standard UI Subtitle Panel", no Standard Dialogue UI for it. And I've set the computer as a dialogue actor and set Custom Subtitle Panel to this panel. But as there is no second dialogue UI, I'm guessing it will use the default dialogue UI meaning the 'continue' will still affect both.

So I'll need to have a new dialogue UI for the computer and use the override as in the example, and then it should work.

Thanks again!
Tony.

Re: Simultaneous conversations continue buttons affecting each other

Posted: Fri Sep 16, 2022 1:22 pm
by Tony Li
Hi Tony - Yup, you have it exactly correct. I usually use the Basic Standard Dialogue UI since it's very lightweight. It doesn't have any special background images, and it doesn't show anything when it's opened unless it's actively using one of its subtitle panels or menu panels (which in this case it won't).