Dialogue UI not coming up after Scene transition

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
Drakeem
Posts: 3
Joined: Mon Jan 18, 2021 6:56 pm

Dialogue UI not coming up after Scene transition

Post by Drakeem »

I'm having an issue that within any scene transitions within a dialogue choice, I am unable to properly start an OnStart conversation in the next scene. It seems to begin properly, but the actual dialogue UI doesn't come back up.

The set up is the following. There is an *END* option which leads to the following function that stops the current conversation and loads the next scene.

Image

Image

Once that happens, the scene loads, but the next conversation never comes up. When looking at the dialogue tree, I can clearly see that the conversation is active, as indicated by the green node.

Image

When turning the debug log on to INFO, I se that the conversation starts and that the nodes are working as per normal, with no signs of any errors or complications.

Image

If anyone can help that would be most appreciated. I've been racking my brain for almost 2 hours now and have absolutely no idea as to what's happening.
User avatar
Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue UI not coming up after Scene transition

Post by Tony Li »

Hi,

Maybe the dialogue UI's animator(s) have hidden the UI. Try ticking the dialogue UI's Wait For Close checkbox.
Drakeem
Posts: 3
Joined: Mon Jan 18, 2021 6:56 pm

Re: Dialogue UI not coming up after Scene transition

Post by Drakeem »

The Wait For Close box is already selected in the Standard Dialogue UI script for the Dialogue UI.
User avatar
Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue UI not coming up after Scene transition

Post by Tony Li »

If you inspect the dialogue UI's NPC Subtitle Panel > Subtitle Text element, is its Text content set to "As you come back through the portal..."? If so, then it's probably still an animator issue. Check the states of the Animators on Dialogue Panel and NPC Subtitle Panel.

Also, I notice that the node starts with "NPC:". This usually indicates that the node is assigned to a different actor than the conversation's primary participants. To view the conversation's primary participants, click Menu > Conversation Properties.

In addition, the Console line that starts with "Dialogue System: Starting conversation..." indicates that no GameObject is being used for the actor. In addition, no GameObject is being used to speak the first line. (The line whose node starts with "NPC:".) It may help to review Character GameObject Assignments.

If none of that helps, please feel free to send reproduction steps or a reproduction project (with steps) to tony (at) pixelcrushers.com. I'll be happy to take a direct look.
Post Reply