Hi there, so I'm having an issue with speech in the game. Specifically the first dialogue that is played. I have the option set to stay forever until the user skips it enabled, but on skip there is a small hang. The dialogue box fades slightly and remains on screen a little too long. It has even caused the application to crash on occasions.
The issue cannot be repeated in the engine or even on an android build but it appears every time on a windows build and always on the first dialogue, regardless of what that dialogue is. Even if I stop the application and go back in it is fine again but if I restart my machine it returns.
Presumably something is being loaded into memory the first time this action is run? I've done a bit of a comb through the code but as it is not repeatable in the engine it's pretty difficult to identify the culprit. Any ideas/solutions? I'm at my wits end here

Thanks in advance!

Tracey
Comments
Is this "typewriter" component from another asset? If it's affecting the UI Text component at the same time that AC is, then it may create a conflict. Remove the component and see if the issue persists. If it doesn't, then it may be that typewriter component's script that needs modifying.
You say specifically the first dialogue - does that mean other dialogues are OK? It sounds like it's having to process a lot for some reason. A good way to test for this would be keep open Unity's Profiler window when the game runs, and look for any "spikes" in performance. If one appears when the hang occurs, you can click on it to get more info about it - you can post a screenshot here if you like.