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Another conversation is already active. Not starting

Posted: Mon Dec 23, 2024 6:02 am
by mistywidow
Hello,

I have only one conversation but got the message on console, "Dialogue System: Another conversation is already active. Not starting --- "
I watched the tutorial video many times and tried alot, started over from the begining building a new project, but no luck.


And I actually imported Adventure Creator and it says on console,
"A local EventSystem object was found in the scene. This will override the one created by AC, and may cause problems. A custom EventSystem prefab can be assigned in the Menu Manager."
Does it cause the issue?

Would you please give me tips where to check?

Mistywidow

Re: Another conversation is already active. Not starting

Posted: Mon Dec 23, 2024 8:58 am
by Tony Li
Hi,

Temporarily set the Dialogue Manager GameObject's Other Settings > Debug Level to Info. This will log Dialogue System activity to the Console window. Look for lines that start with:

Dialogue System: Starting conversation ...

This tells you that the Dialogue System has started a conversation. Then look for lines that contain:

Dialogue System: Conversation ending.

This tells you that a conversation has ended. Maybe some conversation is starting that you don't realize, or maybe however you're starting the conversation is trying to start it twice at the same time.


For the EventSystem warning, please see: How To: Resolve "There Are 2 EventSystems In Scene"

Re: Another conversation is already active. Not starting

Posted: Mon Dec 23, 2024 1:03 pm
by mistywidow
Hello,

Thank you for your quick response.
As you told Yes it seems the same conversation started double.
Image

I tried many times following the tutorial video but always end up like this.

NPC components are like this.
Image

And PC has Proximity Selector and Standard UI Selector Elements.

Also my UI does not seem to link to the conversation.
The view is just a template.
Image

I am sorry i really have no clue about the issue.
Slow fixing is totally fine but I a guide for this breakthrough.

Any tip is so welcome.

Best Regards,
Mistywidow

Re: Another conversation is already active. Not starting

Posted: Mon Dec 23, 2024 2:34 pm
by Tony Li
Hi,

Make sure your dialogue UI is assigned to the Dialogue Manager's Display Settings > Dialogue UI field. If it's a prefab:

asPrefab.png
asPrefab.png (166.1 KiB) Viewed 692 times

If it's an instance:

asInstance.png
asInstance.png (119.96 KiB) Viewed 692 times

Make sure your dialogue UI's UI elements are assigned to the dialogue UI scripts (StandardDialogueUI, StandardUISubtitlePanel, StandardUIMenuPanel).

In the Console window, please click on the "Dialogue System: Starting conversation..." message. Press Ctrl+C to copy its details to the clipboard. Then paste them in a reply here.

Then click on the "Dialogue System: Another conversation is already active. Not starting..." message. Press Ctrl+C to copy its details to the clipboard. Then paste it into the reply, too.

Re: Another conversation is already active. Not starting

Posted: Mon Dec 23, 2024 4:43 pm
by mistywidow
Hello,

Thank you for your quick response again.

Here this is the "Dialogue System: Starting conversation..."

Code: Select all

Dialogue System: Starting conversation 'HelloFromRealWorld', actor=Ham (UnityEngine.Transform), conversant=Lyra (UnityEngine.Transform).
UnityEngine.Debug:Log (object,UnityEngine.Object)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation (string,UnityEngine.Transform,UnityEngine.Transform,int,PixelCrushers.DialogueSystem.IDialogueUI) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:1068)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation (string,UnityEngine.Transform,UnityEngine.Transform,int,PixelCrushers.DialogueSystem.IDialogueUI) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueManager.cs:480)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:DoConversationAction (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:1076)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:Fire (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:785)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:TryStart (UnityEngine.Transform,UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:762)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:TryStart (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:748)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:OnUse (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:585)
UnityEngine.GameObject:BroadcastMessage (string,object,UnityEngine.SendMessageOptions)
PixelCrushers.DialogueSystem.ProximitySelector:UseCurrentSelection () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Interaction/ProximitySelector.cs:288)
PixelCrushers.DialogueSystem.ProximitySelector:Update () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Interaction/ProximitySelector.cs:252)
And this is the Dialogue System: Another conversation is already active. Not starting---.

Code: Select all

Dialogue System: Another conversation is already active. Not starting 'HelloFromRealWorld'.
UnityEngine.Debug:LogWarning (object)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation (string,UnityEngine.Transform,UnityEngine.Transform,int,PixelCrushers.DialogueSystem.IDialogueUI) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:1057)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation (string,UnityEngine.Transform,UnityEngine.Transform,int,PixelCrushers.DialogueSystem.IDialogueUI) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueManager.cs:480)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:DoConversationAction (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:1076)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:Fire (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:785)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:TryStart (UnityEngine.Transform,UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:762)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:TryStart (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:748)
PixelCrushers.DialogueSystem.DialogueSystemTrigger:OnUse (UnityEngine.Transform) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/DialogueSystemTrigger.cs:585)
UnityEngine.GameObject:BroadcastMessage (string,object,UnityEngine.SendMessageOptions)
PixelCrushers.DialogueSystem.ProximitySelector:UseCurrentSelection () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Interaction/ProximitySelector.cs:288)
PixelCrushers.DialogueSystem.ProximitySelector:Update () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Interaction/ProximitySelector.cs:252)
As for the UI, Yes Dialogue UI is set to the prefab, the dialogue UI scripts
Image
Image
Image
Image

I tried it this time again but the view is still just a template.
I am so sorry for being troublesome, but hope it can be fixed.

Best Regards,
Mistywidow

Re: Another conversation is already active. Not starting

Posted: Mon Dec 23, 2024 5:21 pm
by Tony Li
Hi,

For the "Another conversation is already active" issue, make sure to disable the Proximity Selector during conversations. Please see 07:00 of the Interaction Tutorial video that you linked in your first post above.

For the dialogue UI issue:

1. Enable TextMesh Pro support.

2. Assign the unassigned fields in your dialogue UI scripts. Some of the important ones to make sure to assign:
  • Assign your subtitle panel(s) to the StandardDialogueUI component's Subtitle Panels list. Assign a subtitle panel to the Default NPC Subtitle Panel and Default PC Subtitle Panel.
  • Assign your menu panel to the Menu Panels list and the Default Menu Panel.
  • Assign your subtitle text to the StandardUISubtitlePanel component's Subtitle Text field. You may want to add a TextMeshProTypewriterEffect to the subtitle text GameObject. If you do, make sure Play On Enable is UNticked.

Re: Another conversation is already active. Not starting

Posted: Tue Dec 24, 2024 7:00 am
by mistywidow
Hello,

Those 2 were fixed now ! (^_^ d)
Thank you so much for your support!!

Best Regards,
Mistywidow

Re: Another conversation is already active. Not starting

Posted: Tue Dec 24, 2024 9:43 am
by Tony Li
Glad to help! :-)