Hello! Quick question without much to go on, but does anyone have any ideas why an actionlist would stop on a play speech action, and with only part of its text passed to the UI element? It only prints 10 characters and does not skip to the next action.
Happy to elaborate if this doesn't spark any thoughts.
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What are your AC/Unity versions, and is this occuring for a specific line, or all?
Does the line have associated audio, use tags, or is played through Timeline?
If the menu uses Unity UI, temporarily switch its Source over to Adventure Creator to help isolate the source of the issue.
Hey Chris,
Using Unity 2021 LTS, AC 1.76
Not using audio, tags, or timeline. The OnStart cutscene initiates a a separate actionlist for the dialogue. I've tried the actionlist and associated conversation as both assets and in the scene. All the Constant IDs seem to track correctly either way.
From some experimenting:
It doesn't seem to be recognizing that a speech is happening or a conversation follows.
I'm using Unity UI prefab and TextMesh throughout; no benefit to switching to an AC one. Neither instantiates in the scene (unless I activate manually).
All of my other menus are working well with both AC and Unity UI and with TMP for everything.
I also had dialogues working previously in this build, but I do believe that was with AC at the time and prior to switching.
Thank you so for your time!
To be clear: is this occuring with a specific line, or all lines? Also, when you say "conversation", are you referring to AC's Conversation prefab - or just a series of speech lines?
Does the issue persist if you move the speech to the OnStart cutscene - without having it run a separate ActionList?
It'd be worth testing the latest release in a backup/duplicate project. However, the issues you're describing are very odd and I can't think as to why this would occur. It may be some combination of settings that'd be hard to pin down through descriptions like this.
If the issue is still present with the latest release, PM me your project files along with instructions and I'll take a look.
You're absolutely right that there's just a lot of details with how this all gets put together. I think this was just an odd combination of factors, and making a few different changes set me back on track. I don't think the update was a factor here, but was certainly worth a try and definitely didn't hurt. There were a couple of change log notes that might have been related.
Some things I'll note for any curiosity:
Fully an aside:
I still have to say you've managed to maintain a great balance with AC. It's not the only good set of tools out there, but you've managed to keep AC focused on adventure style gaming while still enabling us to go way beyond point-and-click territory.
I have most of the core systems templated for what's arguably closer to an RPG/Crafting game than Adventure. Not everything lends itself obviously to that, but accepting some guardrails it's pretty workable thus far. I still have very little custom code in play. Pretty monstrous actionlists in some cases, to be fair, but nonetheless I've been able to stick almost completely to the core toolsets and a few scripts provided in readily available resources.
I even decided to switch my build from 2D to 3D. That's probably not recommended very far into a project, but I would have fully expected it to be impossible. It was definitely easier than rebuilding from scratch, particularly with key elements of my build in menu-based functions (crafting, dialogue) anyway.
Just wanted to express thanks again for your work.
Glad to hear things are working out - and I look forward to seeing what you're working on!