Closed fish-good closed 2 months ago
Would you be able to provide a tiny example project that demonstrates the issue?
Can do, in the next day or so I'll try to replicate this in a new small project
Ha, in typical fashion, after creating an empty project with the same dialogue and logic, the event is firing correctly. There must be some interaction/faulty configuration in my main project that is causing the issue. I'll try to hunt it down and let you know if I find anything interesting. In the mean time, I'll close the issue since it must be on my end and I can't reproduce in a new project.
Describe the bug Hi, I'm running into an issue that seems to only affect some machines and not others - basically, the DialogueEnded signal seems to not fire on certain machines (the same game build will emit the signal on some computers but not others). I'm thinking it's most likely some configuration issue I've made on my side, but wanted to check if this is something that can happen based on how the DialogueManager is instantiated. I'm using the C# wrapper and I have a dialogue file (dialogue0.dialogue) like this:
And I'm calling the manager in another file like this:
And what I'm seeing in the error logs from players is that "Dialogue complete" is not appearing, yet they are able to go through the first "start" dialogue sequence until it ends. The result is that the game is stuck after the dialogue window closes because the conversation ended but the signal doesn't seem to fire. Could this be a consequence of how I'm connecting to the dialogue end event handler? Or maybe a whitespace issue? Any suggestions or feedback are appreciated, thanks!
Affected version
Expected behavior I would expect the signal emission to be the same on all machines for the same game build
Other things I've tried
"=> END"
statements in case somehow the first "END" is getting skippedDialogueManager.DialogueEnded += HandleDialogueEnd
line out of the_Ready()
method and into theStartDialogue()
method in case the manager singleton wasn't loaded yet (shouldn't be the case since it is autoloaded and this calling script is further down in the scene tree and not autoloaded)Screenshots If applicable, add screenshots to help explain your problem. Try to include as much detail as possible.