Quest and override dialogue

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mudukke
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Joined: Wed Sep 27, 2023 4:15 am

Quest and override dialogue

Post by mudukke »

I am using a dialogue override for my internal dialogue; for the opening sequence I am using a timeline; however, it doesn't show the internal dialogue UI. Also, the questUI appears even though I have not set the quest to be active.
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Tony Li
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Re: Quest and override dialogue

Post by Tony Li »

Hi,

Does the quest UI show the inactive quest, or does it only show other UI elements such as a window frame if you’ve added one to the UI?

Have you assigned the override UI to the timeline’s Start Conversation clip’s Override Dialogue UI field?
mudukke
Posts: 89
Joined: Wed Sep 27, 2023 4:15 am

Re: Quest and override dialogue

Post by mudukke »

For the quest it shows the UI element and the quest. Now its showing throughout the scene eventhough I haven't activated the quest yet

I have assigned the override ui to the timeline
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Tony Li
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Re: Quest and override dialogue

Post by Tony Li »

> For the quest it shows the UI element and the quest. Now its showing throughout the scene even though I haven't activated the quest yet

If you play the game in the Unity editor's play mode and go to the Dialogue Editor's Watches tab, you can add a watch on the quest. When this issue happens, what is the current runtime state of the quest? Maybe something is activating it.

If not, then when you designed your UI did you leave this quest's info in the quest UI as a sample to see how the UI looks? If so, then maybe the quest isn't being activated, and you're just seeing what's in the base UI.


> I have assigned the override ui to the timeline

Hmm, then it should be using the UI. At runtime, is the UI still assigned to that field? It's not getting cleared out?
mudukke
Posts: 89
Joined: Wed Sep 27, 2023 4:15 am

Re: Quest and override dialogue

Post by mudukke »

Where about is the Dialogue Watch tab? Also the quest is only activated by a dialogue node. I also deactivated the Basic Standard Quest Tracker HUD, is still appears to be showing the quest. So I deleted the quest and made another quest that worked, however the old quest appears in the list of quest underscored. I can't figure where the old quest is coming from.

Override ui I got the working; I had to remove the letterbox from the override dialgue ui
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Tony Li
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Re: Quest and override dialogue

Post by Tony Li »

Hi,

The Dialogue Manager GameObject's Instantiate Prefabs component may be instantiating a quest tracker HUD. If you don't want it to, remove it from the component's Prefabs list.

I don't know where the HUD is getting the other quest. Is it still in your database perhaps?

The Watches tab replaces the Dialogue Editor window's Templates tab when the Unity editor is in play mode.
mudukke
Posts: 89
Joined: Wed Sep 27, 2023 4:15 am

Re: Quest and override dialogue

Post by mudukke »

I deleted the quest from the quest list, and I only placed the quest to be triggered in one place. Also the quest are already active even before they are triggered.
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Tony Li
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Re: Quest and override dialogue

Post by Tony Li »

Hi,

Check for any Dialogue System Triggers or scripts that set the state of the old, deleted quest. This may still create a quest using the old name and set its state.
mudukke
Posts: 89
Joined: Wed Sep 27, 2023 4:15 am

Re: Quest and override dialogue

Post by mudukke »

I have only placed it in one place: the quest to be active. I even tested it with the new quest and removed it from the script section, and it still appears active. I am not sure why this is happening. Do I delete the questUI altogether because nothing seems to be working?
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Tony Li
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Re: Quest and override dialogue

Post by Tony Li »

Hi,

That's a good idea.

1. Back up your project (just to be safe).

2. Delete the quest UI.

3. Create a new quest UI. I recommend first testing it with one of the prefabs that ship with the Dialogue System to make sure it works.
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