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Hi! I recently purchased a Dialogue module, and I have the following problem. In the game, I use a mechanic where a new message is shown using the button; it's kind of like in Visual novels, only everything is through the button).
So, I struggled with this problem all day and could not figure it out myself.
All i need is ability show next Text line through button, without default "Skip" options, cause they dont work for me.
As I understand it, everything goes through coroutines, but how to implement it I do not understand.
There has been a problem with this for a couple of days but now it has somehow become worse. When I use multi-option dialog, it keeps popping up on the screen. For instance, let's say that I have a line of dialog "Do you want a cupcake?" with options "Yes" and "No", and if you choose "Yes", dialog appears that says "Here you go!" For at least the past week, maybe longer, choosing "Yes" just brings up "Do you want a cupcake?" again and again and again; the second part of the dialog, "Here you go!" does not appear.
I used to get around this by having completely separate dialogs for every option I needed, and destroying the multi-option dialog after it ran. That worked for maybe two days. Now, even after destroying the multi-option dialog option, the options themselves still remain on the screen and won't go away. In the screenshots below, the dialog was supposed to end after clicking "Yes", but you can see that the options remain on the screen for no reason. They remained there until I turned off the playtest, over a minute later.
The dialogue UI disappears for like 0,2 second after selecting a choice.
How to reproduce:
Add Graphic for background to prefab or use sci-fi example UI
Add Choice in dialogue
Click on Choice
Watch the UI flicker
I've added a few ui elements (jump button, radar/compass) and have the included mobile joystick. When I enter a dialogue with that module i have to add actions to hide them and then show at the end. Is there a way I can set it once or do i have to add the actions to every instance of a dialogue?
Thanks again for the great tools. I'm miles ahead in my game development than i would have been with out GC
I've been working on a dialogue all morning. I was rearranging some actions when suddenly, upon playing, I could no longer click on the dialogue options. They do not change color and I cannot click on them anymore. I put the options back the way they were and it didn't change anything. I restarted Unity and it didn't change anything. No errors, it just stopped working. It has affected all of the dialogues in my game, even though I wasn't working with those. The dialogue system works in the Dialogue Example Scene, but there is no audio in it all of a sudden.
In the example below:
All the dialogue lines have conditions. However only the last 2 line have actions.
- The "You've returned with the box! Thank you!" dialogue has an action that sets a quest to completed.
- The "Thank you for all your help my friend!" dialogue has an action that sets the character gesture.
In this example all the conditions work perfectly and the dialogues are hidden when they're supposed to be.. however, when the "You've returned with the box! Thank you!" dialogue condition fails its action is still ran and I get this:
Basically the action is trying to set the quest: "return-to-naja" to complete, but it is already completed. Also when the "Thank you for all your help my friend!" dialogue condition fails, the gesture animation still plays even though the dialogue doesn't appear.
I'm using the latest version of the Dialogue module: 0.5.3
NOTE: I did find a work-around by placing the dialogue lines that have actions as a child of empty dialogue lines with no actions and giving those lines a quick autoplay of 0.5. This seems very hacky but it makes my dialogues work properly.
Hi Pyro. What it's happening is intended by design. If a dialogue line Condition returns false ("You've returned with the box, thank you!") it won't display that line and any of its children. However, it will continue displaying sibling lines below.
The solution to this problem is, as you say at the end, placing the "Thank you for all your help friend" line as a child of the "you've returned with the box. Thank you" line. No need to create empty dialogue lines. So, from what you initially had, all you needed to do is drag the last line and drop it as a child of the "You've returned with the box, thank you" line.
Hope this helps!
I was looking at the dialogue module, and trying to figure out if it can be used for a Visual Novel, with the added benefit of Game Creator 3D interactivity?
In a VN there is more than just displaying few lines of text on the screen.
To have an idea what I am referring to, please check RenPy. I’m using RenPy usually for VN projects but I got few Unity plugins that are trying to do the job to a certain degree, but are not quite there yet... I looked at Naninovel and is the one coming closer in Unity to what you get in the free RenPy these days.
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