Dialogue is stuck
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Dialogue is stuck
I had the dialogue working in the first screenshot.
With my changes in the second screenshot it doesn't work anymore.
Instead I get this error:
Coroutine couldn't be started because the the game object 'Example Bubble Standard UI Subtitle Panel(Clone)' is inactive!
I think this dialogue should work like this:
From START it goes to <Check for Order>.
There it checks if HasOrder is true. If not or it is nil it goes to link 2. Then the randomizer chooes a value between 0 and 10. And depending on that one of the following nodes should be displayed.
Is the problem that I have two nodes following each other that don't display text? And the dialogue system expects after a descision not another decision but directly a dialogue do display?
What the dialogue should do is:
1. Player talks to customer
2. If Customer has placed an order it should check if the order was processed correctly be the player
2.1 If yes => thanks
2.2. If no => wrong order
3. If Customer hasn't placed an order choose a random order (by number)
3.1 Order1
3.2 Order2
3.3 etc.
Any idea what I'm doing wrong?
With my changes in the second screenshot it doesn't work anymore.
Instead I get this error:
Coroutine couldn't be started because the the game object 'Example Bubble Standard UI Subtitle Panel(Clone)' is inactive!
I think this dialogue should work like this:
From START it goes to <Check for Order>.
There it checks if HasOrder is true. If not or it is nil it goes to link 2. Then the randomizer chooes a value between 0 and 10. And depending on that one of the following nodes should be displayed.
Is the problem that I have two nodes following each other that don't display text? And the dialogue system expects after a descision not another decision but directly a dialogue do display?
What the dialogue should do is:
1. Player talks to customer
2. If Customer has placed an order it should check if the order was processed correctly be the player
2.1 If yes => thanks
2.2. If no => wrong order
3. If Customer hasn't placed an order choose a random order (by number)
3.1 Order1
3.2 Order2
3.3 etc.
Any idea what I'm doing wrong?
- Attachments
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- Problem_with_my_dialogue.png (509.48 KiB) Viewed 126 times
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- Dialogue_working.png (320.6 KiB) Viewed 126 times
Re: Dialogue is stuck
Hi,
Thanks for the detailed, annotated screenshot. That should be fine. If you keep the Dialogue Editor window open on this conversation while playing in the Unity editor's play mode, which node does it get stuck on? This node will be green in the editor.
Try setting "Order correct?" node's Sequence to: None()
If you're not on the current Dialogue System version (2.2.55 as of this reply), would you please back up your project, update to the current version, and check if it's working?
Thanks for the detailed, annotated screenshot. That should be fine. If you keep the Dialogue Editor window open on this conversation while playing in the Unity editor's play mode, which node does it get stuck on? This node will be green in the editor.
Try setting "Order correct?" node's Sequence to: None()
If you're not on the current Dialogue System version (2.2.55 as of this reply), would you please back up your project, update to the current version, and check if it's working?
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Re: Dialogue is stuck
I'm already on the latest version 2.2.55.
It gets stuck at <Order correct?>
When I add "None()" to the Sequence of "Order correct?" nothing changes. Still stuck at <Order correct?>
But when in the node <Order correct?> in Conditions I set the False Condition Action to "Passthrough" it comes to "Thank you". So the next node after <Order correct>. I think that it's logical since there probably isn't a correct value and now the conversation is passed through this node.
But I can't get it to go to the right path where the 10 orders are. Even when I set the Variable[HasOrder] = true in the Start Node in the Script field.
What else can I try?
It gets stuck at <Order correct?>
When I add "None()" to the Sequence of "Order correct?" nothing changes. Still stuck at <Order correct?>
But when in the node <Order correct?> in Conditions I set the False Condition Action to "Passthrough" it comes to "Thank you". So the next node after <Order correct>. I think that it's logical since there probably isn't a correct value and now the conversation is passed through this node.
But I can't get it to go to the right path where the 10 orders are. Even when I set the Variable[HasOrder] = true in the Start Node in the Script field.
What else can I try?
Re: Dialogue is stuck
Hi,
To confirm: "<Order Correct?>" is green, correct?
If so, do you require continue button clicks to advance the conversation? If so, change "None()" in the Sequence field to "Continue()".
To confirm: "<Order Correct?>" is green, correct?
If so, do you require continue button clicks to advance the conversation? If so, change "None()" in the Sequence field to "Continue()".
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Re: Dialogue is stuck
Okay here es the current settings in the left part of the dialogue.
I also found a mistake. In the <Check for Order> Node the text in codition was:
HasOrder == true
I think the correct code should be
Variable["HasOrder"] == true
But also with this change it goes directly until Thank you (see screenshot).
When I change the False Condition Action to "Block" nothing happens.
I added a screenshot with the (I think) relevant information.
I added a gif that shows how the conversation gets stuck at "Thank you".
I also found a mistake. In the <Check for Order> Node the text in codition was:
HasOrder == true
I think the correct code should be
Variable["HasOrder"] == true
But also with this change it goes directly until Thank you (see screenshot).
When I change the False Condition Action to "Block" nothing happens.
I added a screenshot with the (I think) relevant information.
I added a gif that shows how the conversation gets stuck at "Thank you".
- Attachments
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- dialogue_not_working.gif (470.6 KiB) Viewed 86 times
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- Problem_with_dialogue_next_try.png (208.87 KiB) Viewed 86 times
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Re: Dialogue is stuck
Okay, I think I see the problem now.
The variable HasOrder isn't initialized at <Check for Order> that means this leads to a False Condition. And since I set the condition to Passthrough it is send to <Order correct?> which is true then (too long for me now to explain why. It's definitely true). And then I end up at "Thank you".
So what I need to know. How can I set the Variable "HasOrder" to false before it comes to <Check for Order>? I can't set Variable["HasOrder"] = false in the node, because then it would always be false and the customer will always make an order and not take the delivered items.
Do I need to make two seperat conversations? One for making the order? And one for reacting to the ordered items?
The variable HasOrder isn't initialized at <Check for Order> that means this leads to a False Condition. And since I set the condition to Passthrough it is send to <Order correct?> which is true then (too long for me now to explain why. It's definitely true). And then I end up at "Thank you".
So what I need to know. How can I set the Variable "HasOrder" to false before it comes to <Check for Order>? I can't set Variable["HasOrder"] = false in the node, because then it would always be false and the customer will always make an order and not take the delivered items.
Do I need to make two seperat conversations? One for making the order? And one for reacting to the ordered items?
Re: Dialogue is stuck
Hi,
I think what you're looking for is something like this:
The conversation will use the <Has Order?> branch if HasOrder is true. Otherwise it will use the <Doesn't Have Order> branch.
In the <Has Order?> branch, the children will check if IsOrderCorrect is true. If so, it will say "Thank you!" Otherwise it will say "That's not what I ordered." If you have other conditions that determine if the order is correct, use that instead of the IsOrderCorrect variable I used in the example above.
I think what you're looking for is something like this:
The conversation will use the <Has Order?> branch if HasOrder is true. Otherwise it will use the <Doesn't Have Order> branch.
In the <Has Order?> branch, the children will check if IsOrderCorrect is true. If so, it will say "Thank you!" Otherwise it will say "That's not what I ordered." If you have other conditions that determine if the order is correct, use that instead of the IsOrderCorrect variable I used in the example above.
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- Posts: 10
- Joined: Wed Jun 25, 2025 7:40 pm
Re: Dialogue is stuck
I think another variable IsOrderCorrect is not necessary since the conditions in Node <Has Order> are already checking whether the order was correct.
What's still the issue is that at the beginning the Variable HasOrder is not set. Because of that the the conversation will always take the first path. And there I only can decide to "Block" or "Passthrough".
Is there the possibility in the Start Node or an empty node after that to add a script that checks if the variable HasOrder exists and if not sets it to false?
What's still the issue is that at the beginning the Variable HasOrder is not set. Because of that the the conversation will always take the first path. And there I only can decide to "Block" or "Passthrough".
Is there the possibility in the Start Node or an empty node after that to add a script that checks if the variable HasOrder exists and if not sets it to false?
Re: Dialogue is stuck
Hi,
Yes, you can add more empty nodes before <Has Order?>/<Doesn't Have Order> to set "HasOrder" and do whatever preliminary setup you need. Or you can do this outside of the conversation if that makes more sense for your game design.
Yes, you can add more empty nodes before <Has Order?>/<Doesn't Have Order> to set "HasOrder" and do whatever preliminary setup you need. Or you can do this outside of the conversation if that makes more sense for your game design.