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Dialog and conversation cannot open in some scene on some computers when playing the build

edited February 28 in Technical Q&A

I am using AC 1.72.4 and Unity 2019.4.6f1.

I have come across some weird bugs. When I test the game in Unity editor and in the build, everything runs well on my PC.

But when some players play the same build, they encountered the bugs that:

i. Cannot open up any dialog after progressing to a certain scene:
Some computers when they have progressed to a certain scene, when they run into any actionlist that needs to open a dialog, the game is stuck.

ii. Cannot open up any conversation after progressing to a certain scene:
Some computers when they have progressed to a certain scene, they can run the parts of the actionlist with dialog. But once when the actionlists have to open a conversation, the game is stuck.

For the above 2 bugs, different players reported the problems started to occur in the same scene.

Some additional information I have is that, during development, I encountered situation that after switching the scene back to the first scene in the game, all the Languages set in the Speech Manager were gone. But this is rare and I can solve this issue by rolling back the development folder. But when this happen, dialogs and conversations cannot be opened because the language index is bigger than the languages available.
So I am not sure if the above issues are related to the managers in Adventure Creator.

Thank you very much for your help.

Comments

  • edited March 1

    If this always occurs in the same scene, is there anything unique to that scene that might cause it to behave differently?

    If you previously had an issue with languages disappearing, which language index are your players who experience this issue using? Does viewing the scene's dialogue in the Speech Manager reveal any issue?

    If the players who reported this issue can send the Player log, it may help give a clue about the issue.

  • I have found the reason for problem ii.

    It was just due to an actionlist set to kill another one when player has moved to a certain point. This arrangement sometimes interrupted the unlock of the Conversaion menu after it is locked.

    This is resolved by better actionlist arrangements.

    However for problem i, which is the failure of Dialog menu open up, I found that on some PCs, it happens randomly throughout the game.

    Even if this problem occurs at one point, after loading the game, this problem may not occur at the same point.

    It feels like it is happening randomly. But it never happens on the computer used to develop the game. May I ask what would be the possible causes?

    Thank you very much for your help.

  • A speech line's state is independent from the Subtitles menu that displays it. If speech ends automatically, or reacts to input, then it sounds like the ActionList that fires it is ending prematurely.

    Is there any logic that gets run when the Subtitles menu turns on?

    I can't think of anything that would cause it to occur randomly - and certainly not limited to specific PCs. Are the issues being reported from users in a specific region, or using a specific OS version? My instinct would be to say that it's not random, but requires very specific conditions.

    Are users relying on the EndCutscene button to skip through the Cutscenes?

    You say it's now happening randomly throughout the game - not a certain scene? Is that to say it that it never occurs before a certain scene?

    Do such ActionLists typically begin with speech, or is there any way to tell if Actions before the speech in a given list are being run?

  • edited March 6

    The observation so far is that they appear to happen randomly, even it may be trigger by certain conitions.

    • Not in specific scenes;
    • Players from different regions experienced this;
    • On the same PC, say, if a dialog fail to popup in a pause game actionlist and stuck the game, loading the game and interact with the same hotspot again would not guarantee the same issue to occur again.
    • There are no EndCutScene key defined in its Positive Button or Alt Positive Button fields.

    As the issue can get the game stuck, it seems the Actionlist is stuck in the middle trying to turn on the subtitle menu but failed.

    In fact, I realized another menu beside the subtitle menu has difficulty in turning on at appeared random occasion. Particularly, a custom Hotspot menu which I used to display the hotspot icon above the hotspot.

    In the hotspot menu case, sometimes the hotspot icon is not showing up, but the hotspot itself is still interactable.

    Both menus have an among of script to run when they are turned on, I will check again carefully to see what I can find.

    But in case I cannot find the problem. May I ask if there is a bottom line solution that:
    I can check whether a dialog is running / a hotspot is detected.
    Then check whether the appropriate menu is turned on.
    If not, force the menu to turn on without running the animation or transition?
    And keep forcing it to turn on until it is really turned on?

    Thank you very much for your help.

  • That's essentially how the Menu system works, given a Menu's Appear type.

    If it's set to When Speech Plays, it will turn on in if any dialogue is active. Things get a little more complicated if you have Duplicate for each line? checked, as the Menu needs to be linked to the speech.

    If it's set to On Hotspot, it will turn on if there is a Hotspot label.

    Essentially:

    if (KickStarter.dialog.GetLatestSpeech () != null)
    {
        var menu = PlayerMenus.GetMenuWithName("Subtitles");
        if (!menu.IsOn() && !menu.IsFadingIn())
        {
            menu.TurnOn(false);
        }
    }
    if (!string.IsNullOrEmpty(KickStarter.playerMenus.GetHotspotLabel()))
    {
        var menu = PlayerMenus.GetMenuWithName("Hotspot");
        if (!menu.IsOn() && !menu.IsFadingIn())
        {
            menu.TurnOn(false);
        }
    }
    
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