Ok, I thought that might be the case, makes sense. Yeah, that looks like what's happening.
I've figured a workaround where I just enable all the options but keep them off screen. Then I can teleport them in place with a marker when they're suppo…
Okay, scratch that good feeling lol... I got them to properly disappear, but now they're enabling (re-appearing) in chronological list order instead of corresponding to the linked button they're supposed to.
For example, the "optimistic" …
Sweet! Okay, I think I have it figured. The problem was that I had done some edits in my Conversation asset which resulted in option 8 somehow being listed at the bottom of the dialogue list and "Optimistic" was actually labeled number 9.
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Hmm, I must be doing something else wrong then lol.
I have the conversation menu referencing Unity UI Prefab, linked to a canvas that (right now) has 8 buttons so I can test that first one that should be going invisible. The 8th conversation dialog…
Thanks again, @ChrisIceBox , I think I understand the basics of how that code works (or at least enough that I can probably learn to edit it for our needs), but I'm a little lost with how to have that code plug-in/talk to AC. Or in other words, I ca…
This is amazing, thanks so much for taking the time to respond! Glad the code is relatively simple and saves a ton of dragging and dropping. I'll try it out.