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Search Input Field blocking Conversation Web Screen

Posted: Wed Jun 26, 2024 10:09 pm
by luckiLamps
Hi Tony,

I've had an odd bug recently after setting up Dialogue System for Unity on my new computer.

There seems to be an extended search field from the top to the bottom of the conversations screen. It makes the center of the conversation screen dead space, so was wondering if you had a fix for this?

It has happened across multiple projects so far.
PixelCurshersBug.png
PixelCurshersBug.png (49.62 KiB) Viewed 149 times
Thanks for any help you can provide!

Re: Search Input Field blocking Conversation Web Screen

Posted: Wed Jun 26, 2024 10:42 pm
by Tony Li
Hi,

What Dialogue System version are you using? What Unity version?

Are there any errors or warnings in the Console window?

Re: Search Input Field blocking Conversation Web Screen

Posted: Thu Jun 27, 2024 3:23 am
by luckiLamps
My Unity version is version: 2022.3.22f1.
Dialogue System for unity is version: 2.2.46.1

And yes there is this error that I somehow never noticed.
PixelCrushersDarkSkin.png
PixelCrushersDarkSkin.png (63.92 KiB) Viewed 133 times
Also happens in Light Mode, just with different error messages.

Re: Search Input Field blocking Conversation Web Screen

Posted: Thu Jun 27, 2024 3:29 am
by luckiLamps
Found it!
Typo in ToolbarSearchCancelButton and ToolbarSearchField.

Have no idea how/if I might've changed that on accident somehow, but works perfectly now.

Thanks!

Re: Search Input Field blocking Conversation Web Screen

Posted: Thu Jun 27, 2024 7:56 am
by Tony Li
Hi,

Probably more info than you care to know, but: This was more of a Unity problem than any user error on your part. From Unity 1.x, the name of the searchbar style was incorrectly spelled "ToolbarSeachCancelButton" so that's what editor code had to use in order to show a search bar. In a minor Unity version update (if I recall correctly, one of the Unity 2021.x.y versions), one of the devs "corrected" it to "ToolbarSearchCancelButton", which broke everyone's editor code. The Dialogue System has conditional code that checks for each version of the spelling, so it shouldn't have thrown an error. But it sounds like you got to the bottom of the issue in your project.