Menu framework dont hide on scene load

Announcements, support questions, and discussion for the Dialogue System.
hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Re: Menu framework dont hide on scene load

Post by hrohibil »

Tony thank you once again.

I saw the link 3 times and I am embarrassed to say that I still don’t understand it.

I get what you are saying with dialogue game manager.
I am using Invector controller as you know.
So can you please guide me how I can achieve to start a game from title/menu scene and into my game where a dialogue (only NPC)is supposed to start from beginning

Thank you
User avatar
Tony Li
Posts: 22146
Joined: Thu Jul 18, 2013 1:27 pm

Re: Menu framework dont hide on scene load

Post by Tony Li »

If the conversation works when you play the gameplay scene directly in the editor, but it doesn't work when you start in the title screen, then it's probably because the conversation depends on the gameplay scene's Dialogue Manager GameObject. But the gameplay scene's Dialogue Manager will not exist when you play from the title screen. The title screen's Dialogue Manager will survive the scene change and replace the gameplay scene's Dialogue Manager.

Please post screenshots of how the conversation in your gameplay scene is set up to start. For example, if you're using a Dialogue System Trigger, show screenshots of the Dialogue System Trigger.
hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Re: Menu framework dont hide on scene load

Post by hrohibil »

Hi Tony

Thank you for helping out here.
'
I posted two screenshots.

The first shows my setup in the level where it works if i start game from there. You can see my actor has a Dialogue trigger on him which is set to start as soon as the scene starts.

The second on shows my dialouge manager from the mainmenu or title scene. From here it does not work.

I really want this going on..


Pic#1


Pic#2
User avatar
Tony Li
Posts: 22146
Joined: Thu Jul 18, 2013 1:27 pm

Re: Menu framework dont hide on scene load

Post by Tony Li »

Make sure you're using the same Dialogue Manager in all scenes, like I described in your other thread. I'll copy it here for convenience:

"Make sure your Dialogue Manager GameObject in your title scene is configured so that it can work in all scenes. For example, if you have a special script that needs to be on the Dialogue Manager, make sure it's on this Dialogue Manager. Then drag this Dialogue Manager into the Project view to create a prefab variant.

Then open all other scenes (e.g., gameplay scene), remove the Dialogue Manager instance that's in that scene, and add an instance of the prefab variant. Don't make any changes to the scene instance. If you need to make changes, make them to the prefab variant in your Project view so the change applies to the Dialogue Managers in all scenes. This will ensure that the same Dialogue Manager configuration is used in all scenes."

If that doesn't help, please send a reproduction project to tony (at) pixelcrushers.com.
hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Re: Menu framework dont hide on scene load

Post by hrohibil »

Hey Tony

So I tried from scratch, deleting both dialogue managers from both scenes.
Then in my level1 scene I add a dialogue manager, set it up. Then I drag it to the project window and create a prefab variant.
Then in my title scene I drag in this prefab.
Test it out and unfortunately everything is still as before meaning that starting game from level1 then it works but launching game from the title menu the dialogue UI disappears, though you can tell that a dialogue is ongoing since the freezing of game is there we are just missing the dialogue UI.
How do I best send the files to you as I have tons of assets in this project?

Goal is to:

1:
make a dialogue manager that persist between scenes so that I can see conversations correctly
.
2:
When I walk to a second conversation I should have controls working again.

Thank you so much.
I have said it before but I will say it again, no where have I experienced such a level of support and dedication to your product. You are a very unique person Tony.

Thank you and may god produce many more of your standards 👍🙏🙏🙏
User avatar
Tony Li
Posts: 22146
Joined: Thu Jul 18, 2013 1:27 pm

Re: Menu framework dont hide on scene load

Post by Tony Li »

Hi,

Glad to help! Please zip up your project's Assets, Packages, and ProjectSettings folders into a zip file. It's fine if it's a large zip file. Then send that zip file to tony (at) pixelcrushers.com. It will be too big to attach to an email, so use a service such as Dropbox, Google Drive, WeTransfer, etc.
hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Re: Menu framework dont hide on scene load

Post by hrohibil »

Mail send to you.

I put the project on my google drive..
Really looking forward to hear from you.

After library deletion the file is still pretty big.

Br Hamid
hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Re: Menu framework dont hide on scene load

Post by hrohibil »

Please let me know if you did not receive the file or can’t open it.

Thanks
User avatar
Tony Li
Posts: 22146
Joined: Thu Jul 18, 2013 1:27 pm

Re: Menu framework dont hide on scene load

Post by Tony Li »

Thanks for sending the file. I received it. I'll check it out today and let you know what I find.
User avatar
Tony Li
Posts: 22146
Joined: Thu Jul 18, 2013 1:27 pm

Re: Menu framework dont hide on scene load

Post by Tony Li »

Does the problem only happen in builds? I tested in the Unity editor's play mode.

For #1:
When I played the MainMenu scene and clicked Start, it loaded the Level1 scene and correctly started the welcome conversation.

Then, as a test, I added the Dialogue Manager Variant prefab to the MainMenu scene and played it. It still worked correctly.

Your MainMenu scene should have the Dialogue Manager Variant prefab.


For #2:
When exiting the cube, the test conversation started and I could no longer use the onscreen mobile UI controls. However, as soon as the conversation ended, the mobile UI controls started responding again.

I also unticked the Dialogue Manager's Detect Mouse Control and Control Cursor State checkboxes.
Post Reply