First Bark Child Node Never Gets Used
Posted: Fri May 26, 2023 5:21 pm
Hello, all.
When creating barks, I typically generate three to four options. Recently, I've noticed that the first bark entry is never used, and it's not at all clear why. Here's an example:
I have a conversation called 'Bark Conversation.' This conversation has three child nodes that come off of the main start node. The child nodes are named 'Bark 1,' 'Bark 2,' and 'Bark 3.'
If I set this bark to occur through a trigger, such as a player walking near an object, I will only ever see 'Bark 2' and 'Bark 3' get used.
There is nothing in the Console to suggest an error is occurring, and all barks get evaluated as true. (e.g.: "Dialogue System: Add Link (Empty): ID=250:1 'Bark 1' (True) - where '250' is the conversation number.) All barks are equal priority and there's no per-bark sequences or variables being used.
I also thought this might be something unique to the Articy imports I do (I write and organize my dialogue in Articy, then import it into Unity via the Dialogue System's importer), but I'm seeing the behavior I described above in conversation I create directly within the Dialogue System in Unity as well.
The only way I've found to get around this is to duplicate the first bark entry. (So, using the example above, that means my bark conversation would have four child nodes - 'Bark 1,' 'Bark 1', 'Bark 2', and 'Bark 3.'
If anyone's seen this or has a suggestion for how to solve it, please let me know. Thanks.
When creating barks, I typically generate three to four options. Recently, I've noticed that the first bark entry is never used, and it's not at all clear why. Here's an example:
I have a conversation called 'Bark Conversation.' This conversation has three child nodes that come off of the main start node. The child nodes are named 'Bark 1,' 'Bark 2,' and 'Bark 3.'
If I set this bark to occur through a trigger, such as a player walking near an object, I will only ever see 'Bark 2' and 'Bark 3' get used.
There is nothing in the Console to suggest an error is occurring, and all barks get evaluated as true. (e.g.: "Dialogue System: Add Link (Empty): ID=250:1 'Bark 1' (True) - where '250' is the conversation number.) All barks are equal priority and there's no per-bark sequences or variables being used.
I also thought this might be something unique to the Articy imports I do (I write and organize my dialogue in Articy, then import it into Unity via the Dialogue System's importer), but I'm seeing the behavior I described above in conversation I create directly within the Dialogue System in Unity as well.
The only way I've found to get around this is to duplicate the first bark entry. (So, using the example above, that means my bark conversation would have four child nodes - 'Bark 1,' 'Bark 1', 'Bark 2', and 'Bark 3.'
If anyone's seen this or has a suggestion for how to solve it, please let me know. Thanks.