SetContinueMode(original) Now Triggers Autoplay (Bug?)
Posted: Sat Apr 20, 2024 3:52 pm
Hey everyone.
Ever since updating the Dialogue System for Unity to its most-recent version (2.2.45), using the SetContinueMode() sequencer command seems to be unintentionally triggering autoplay where it didn't previously.
I've been using SetContinueMode to introduce forced 'pauses' to prevent the player from continuing to the next step in the conversation so I can do things in the background. (Such as moving the player to a new location, changing the background, and so on.) This is the specific command I'm using for this:
However, since updating to 2.2.45, whenever that sequencer command executes, it performs the pause, but then it instantly enables autoplay, and autoplay stays on until I toggle it off using an existing Playmaker FSM I setup to let the player toggle autoplay on and off. (And I've also checked on that FSM; it's not being triggered at all, so it's not causing this issue.)
In the Dialogue Manager's main game object, 'Continue Button' is set to 'Always,' and I've not touched any settings in there, either.
So, my working theory is that something changed in the patch, which is now causing this unwanted behavior.
Has anyone else run into this issue?
Ever since updating the Dialogue System for Unity to its most-recent version (2.2.45), using the SetContinueMode() sequencer command seems to be unintentionally triggering autoplay where it didn't previously.
I've been using SetContinueMode to introduce forced 'pauses' to prevent the player from continuing to the next step in the conversation so I can do things in the background. (Such as moving the player to a new location, changing the background, and so on.) This is the specific command I'm using for this:
Code: Select all
required SetContinueMode(false); SetContinueMode(original)@3;
In the Dialogue Manager's main game object, 'Continue Button' is set to 'Always,' and I've not touched any settings in there, either.
So, my working theory is that something changed in the patch, which is now causing this unwanted behavior.
Has anyone else run into this issue?