Trouble with Standard Scene Transition Manager

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LostContinentGames
Posts: 12
Joined: Tue Oct 29, 2024 5:28 am

Trouble with Standard Scene Transition Manager

Post by LostContinentGames »

Hello,

I've imported Save System Prefabs from the extras, and I'm toying around with the Standard Scene Transition manager, but I'm having a few problems.

1. When I add the save system prefab to my scene, things work fine. I see the loading screen when I touch the scene portal, and then I'm taken to my desired scene. However, if I open another scene in the editor, and then come back to the scene with the Scene Transition Manager, it stops working. I have to remove the save system prefab from the scene, and then add it again to restore function.

2. When I see my custom loading screen, the animation doesn't work. My loading screen is nearly identical to the sample one in the extras. It's just a static image with one spinning element. When I play the scene by itself, it spins fine, but when it's loaded in via the Scene Transition manager, it's all static.

Any idea what's going on?
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Trouble with Standard Scene Transition Manager

Post by Tony Li »

Hi,
LostContinentGames wrote: Thu Mar 27, 2025 1:55 am1. When I add the save system prefab to my scene, things work fine. I see the loading screen when I touch the scene portal, and then I'm taken to my desired scene. However, if I open another scene in the editor, and then come back to the scene with the Scene Transition Manager, it stops working. I have to remove the save system prefab from the scene, and then add it again to restore function.
Are you opening another scene during play? Or outside of play mode? Are there any errors or warnings in the Console window?
LostContinentGames wrote: Thu Mar 27, 2025 1:55 am2. When I see my custom loading screen, the animation doesn't work. My loading screen is nearly identical to the sample one in the extras. It's just a static image with one spinning element. When I play the scene by itself, it spins fine, but when it's loaded in via the Scene Transition manager, it's all static.
In your custom loading screen, set your Animator's Update Mode to Unscaled Time. This way if the scene change pauses time the animation will still play.
LostContinentGames
Posts: 12
Joined: Tue Oct 29, 2024 5:28 am

Re: Trouble with Standard Scene Transition Manager

Post by LostContinentGames »

I'm changing the scene outside of play mode.

The only warning in the console is:

Dialogue System: SelectorUseStandardUIElements can't find a StandardUISelectorElements component in the scene.
UnityEngine.Debug:LogWarning(Object, Object)
PixelCrushers.DialogueSystem.SelectorUseStandardUIElements:Start()

But that's always there.
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Trouble with Standard Scene Transition Manager

Post by Tony Li »

Hi,

What Unity and Dialogue System versions are you using?

That warning message is fine, but to get rid of it (or to use Unity UI for your selector UI), either assign a StandardUISelectorElements such as "Basic Standard UI Selector Elements" to your Dialogue Manager's Instantiate Prefabs component, or put an instance of a prefab in the scene.
LostContinentGames
Posts: 12
Joined: Tue Oct 29, 2024 5:28 am

Re: Trouble with Standard Scene Transition Manager

Post by LostContinentGames »

Unity 2019.4.19f1

Dialogue System 2.2.47
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Trouble with Standard Scene Transition Manager

Post by Tony Li »

Hi,

Can you back up your project, update to DS 2.2.51, and let me know if the issue persists?

If it does, can you send a reproduction project to tony (at) pixelcrushers.com?
LostContinentGames
Posts: 12
Joined: Tue Oct 29, 2024 5:28 am

Re: Trouble with Standard Scene Transition Manager

Post by LostContinentGames »

Yeah, it looks like updating to 2.2.51 fixed the issue. Thanks.

In order to update to the new version, I deleted the old one in the plugins folder and imported the new one.

Of course, because of this, I also deleted all my UI prefabs, databases, conversations, etc.

I have these all on my backup project. Is there an easier way to update or is this the correct method? How do I update while keeping all the stuff I worked on?
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