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dbarton91
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Joined: Mon Apr 06, 2015 9:35 pm

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Post by dbarton91 »

Hello,



I have set up my Dialogue Manager and database, and then created an NPC and a PC using the wizards.  I have also set the Dialogue UI properly.  I am trying to make the NPC, a narrator, automatically start a conversation when the scene starts.  I placed an onstart trigger on the NPC to start the conversation when the scene loads, but I'm not getting anything on the screen.  I can see that if I tick the 'only once' box on the trigger, the trigger goes away when I start the scene, so I am assuming I have the trigger set up properly. Is there something else I have to do to get the dialogue box to display?
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Tony Li
Posts: 21676
Joined: Thu Jul 18, 2013 1:27 pm

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Post by Tony Li »

Hello,



I agree; it certainly sounds like your trigger is set up properly.  Temporarily set the Dialogue Manager's Debug Level to Info and play the scene again. This will log a lot of information to the console. It should give you an idea of what's going on. It's possible that the conversation is aborting earlier than you expect it to.



You can also open the Dialogue Editor while the scene is playing and select the conversation. It will show a live view of the conversation, similar to the image below:







If nothing jumps out at you, please let me know what GUI system you're using. (If you assigned one of the prefabs in Dialogue System/Prefabs/Unity Dialogue UIs, you're using legacy Unity GUI.)



If possible, email the editor.log file to me at tony (at) pixelcrushers.com, and email or post a screenshot of your Dialogue Manager inspector view with the Subtitle Settings and Input Settings fully expanded.
dbarton91
Posts: 5
Joined: Mon Apr 06, 2015 9:35 pm

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Post by dbarton91 »

Thanks Tony! I've attached the editor.log file from a run, and I have also attached the requested screenshot.  I didn't see anything that jumped out at me in the console when I turned the debug level to info.
dbarton91
Posts: 5
Joined: Mon Apr 06, 2015 9:35 pm

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Post by dbarton91 »

Actually I'll email that log file because it won't let me post it :P
dbarton91
Posts: 5
Joined: Mon Apr 06, 2015 9:35 pm

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Post by dbarton91 »

I have also tried using the Necromancer builtin Dialogue UI to no avail
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

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Post by Tony Li »

Hi Daniel,



Does anything else get logged to the console? The last two lines in the editor log are:

Dialogue System: Starting conversation 'Ep1Narrator', actor=Narrator (UnityEngine.Transform), conversant=Char Party (UnityEngine.Transform).

Dialogue System: Lua(Variable[Actor] = "Narrator"; Variable[Conversant] = "Char Party")

This shows that the conversation started, but nothing after that. Does the game freeze? Do you maybe have another script that implements OnConversationStart() that's hanging?



Do other conversations work if you select them instead of Ep1Narrator?



Would it be possible for you to email me a copy of the project?
dbarton91
Posts: 5
Joined: Mon Apr 06, 2015 9:35 pm

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Post by dbarton91 »

I only have the 1 conversation in my Dialogue Database.  I'm still able to move my character around the screen, so I don't believe anything is frozen.  The Narrator is the only object with the trigger scripts.  I'll send you a copy of the project. Thanks for your help!
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Tony Li
Posts: 21676
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Post by Tony Li »

Hi Dan,



Thanks for sending the project. I sent you a fix in email.


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