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
Re: VR dialogue will disappear
Posted: Thu Dec 08, 2022 2:30 pm
by Tony Li
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:
colorTint.png (67.96 KiB) Viewed 290 times
Make sure the colors' alpha values are not zero:
nonzeroAlpha.png (29.49 KiB) Viewed 290 times
If your buttons have Animators, make sure the animations do not hide the text.
Re: VR dialogue will disappear
Posted: Thu Dec 08, 2022 3:02 pm
by rita0424
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.
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
Posted: Thu Dec 08, 2022 4:18 pm
by rita0424
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 .
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
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.