HI
I use HTC vive cosmos VR equipment to trigger dialogue system.
I use a white line to trigger the dialogue button.
I trigger the dialogue and the text canvas show, but the text above the canvas will disappear and I can't touch and can't continue the dialogue.
How can I solve so that I trigger the dialogue and the dialogue button text WILL NOT disappear?
this is a video show the error:
THANKS
VR dialogue will disappear
Re: VR dialogue will disappear
Hi,
This doesn't look like a VR issue. I'm sure the same will happen if you play the scene on a screen instead of VR.
Check the response button's Transition colors:
Make sure the colors' alpha values are not zero:
If your buttons have Animators, make sure the animations do not hide the text.
This doesn't look like a VR issue. I'm sure the same will happen if you play the scene on a screen instead of VR.
Check the response button's Transition colors:
Make sure the colors' alpha values are not zero:
If your buttons have Animators, make sure the animations do not hide the text.
Re: VR dialogue will disappear
OH THANKS , The problem is solved.
Can I ask another question?
I use the white line to touch the dialogue canvas.
But I don't know why the white line can't above the dialogue canvas.
So now I can't trigger dialogue button easily, because the line is under the canvas.
this is the canvas:
https://ppt.cc/f3aI6x
this is the problem video:
thank you
Can I ask another question?
I use the white line to touch the dialogue canvas.
But I don't know why the white line can't above the dialogue canvas.
So now I can't trigger dialogue button easily, because the line is under the canvas.
this is the canvas:
https://ppt.cc/f3aI6x
this is the problem video:
thank you
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- 擷取_2022_12_09_03_57_45_857.png (61.06 KiB) Viewed 261 times
Re: VR dialogue will disappear
That is specific to how your white line is implemented. The dialogue UI is on a regular Unity UI canvas. Maybe you can configure the white line's Sort Order to be higher than the dialogue UI's canvas. This will draw it on top of the dialogue UI's canvas.
Re: VR dialogue will disappear
ok thanks. Thank you for your help.
I have another error...
I follow this https://www.pixelcrushers.com/phpbb/vie ... 312#p35312
I create a prefab variant dialogue manager on sceneB
when I conversation on the sceneA and I add a StopConversation() on sequence command in the last conversation .
The sceneA change to sceneB , however, the dialogue UI is missing .
it is missing dialogue UI:
https://ppt.cc/fsWdFx
the error code is:
MissingReferenceException: The object of type 'StandardDialogueUI' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
very appripate
I have another error...
I follow this https://www.pixelcrushers.com/phpbb/vie ... 312#p35312
I create a prefab variant dialogue manager on sceneB
when I conversation on the sceneA and I add a StopConversation() on sequence command in the last conversation .
The sceneA change to sceneB , however, the dialogue UI is missing .
it is missing dialogue UI:
https://ppt.cc/fsWdFx
the error code is:
MissingReferenceException: The object of type 'StandardDialogueUI' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
very appripate
Re: VR dialogue will disappear
Hi,
This is probably a similar issue to: How To: Manage Player Controls and Scene Changes
At runtime, the Dialogue Manager in the first scene (e.g., sceneA) survives scene changes and replaces the Dialogue Manager in sceneB. The Dialogue Manager in sceneA probably points to a dialogue UI in scene A that is not a child of the Dialogue Manager or is not marked Don't Destroy On Load. When you change from sceneA to sceneB, this dialogue UI disappears, leaving the missing reference in the Dialogue Manager's Dialogue UI field.
This is probably a similar issue to: How To: Manage Player Controls and Scene Changes
At runtime, the Dialogue Manager in the first scene (e.g., sceneA) survives scene changes and replaces the Dialogue Manager in sceneB. The Dialogue Manager in sceneA probably points to a dialogue UI in scene A that is not a child of the Dialogue Manager or is not marked Don't Destroy On Load. When you change from sceneA to sceneB, this dialogue UI disappears, leaving the missing reference in the Dialogue Manager's Dialogue UI field.