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Feedback Dialogue System with only images and Gameobjects

Discussion in 'Editor & General Support' started by Juan_Soto, Jul 4, 2023.

  1. Juan_Soto

    Juan_Soto

    Joined:
    Nov 1, 2022
    Posts:
    4
    Hi, I don't know where to put this problem, but here it is:

    I've been trying to work with these scripts to make a Dialogue system, in my current workflow the dialogue boxes and text are made entirely on a diferent program and are imported into Unity as sprite images:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class DialogueImageSystem : MonoBehaviour
    6. {
    7.     public Queue<GameObject> dialogueQueue;
    8.  
    9.     private void Start()
    10.     {
    11.         dialogueQueue = new Queue<GameObject>();
    12.     }
    13.  
    14.     public void StartDialogue(Dialogue dialogue)
    15.     {
    16.         foreach (GameObject image in dialogue.banners)
    17.         {
    18.             //image.SetActive(true); // Activate the dialogue image
    19.             dialogueQueue.Enqueue(image);
    20.         }
    21.  
    22.         //DisplayNextImage();
    23.     }
    24.  
    25.     public void DisplayNextImage()
    26.     {
    27.         if (dialogueQueue.Count == 0)
    28.         {
    29.             EndDialogue();
    30.             return;
    31.         }
    32.  
    33.         GameObject nextImage = dialogueQueue.Dequeue();
    34.         // Add logic to display the nextImage
    35.     }
    36.  
    37.     public void EndDialogue()
    38.     {
    39.         //Cursor.lockState = CursorLockMode.Locked;
    40.  
    41.         // Deactivate all dialogue images
    42.         while (dialogueQueue.Count > 0)
    43.         {
    44.             GameObject image = dialogueQueue.Dequeue();
    45.             image.SetActive(false);
    46.         }
    47.  
    48.         // Add any additional logic for ending the dialogue
    49.     }
    50. }
    51.  
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class DialogueTrigger : MonoBehaviour
    6. {
    7.     public Dialogue dialogue;
    8.  
    9.     public void OnTriggerEnter(Collider other)
    10.     {
    11.         if (other.CompareTag("Player")) {
    12.             Cursor.lockState = CursorLockMode.None;
    13.         GameObject.Find("Camera").GetComponent<MouseLook>().enabled = false;
    14.         Time.timeScale = 0f;
    15.         FindObjectOfType<DialogueImageSystem>().StartDialogue(dialogue);
    16.         }
    17.     }
    18.  
    19.     public void OnTriggerExit(Collider other)
    20.     {
    21.         if (other.CompareTag("Player"))
    22.         {
    23.             Cursor.lockState = CursorLockMode.Locked;
    24.             GameObject.Find("Camera").GetComponent<MouseLook>().enabled = true;
    25.             Time.timeScale = 1f;
    26.             FindObjectOfType<DialogueImageSystem>().EndDialogue();
    27.         }
    28.     }
    29.  
    30. }
    31.  
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. [System.Serializable]
    6. public class Dialogue
    7. {
    8.     public GameObject[] banners;
    9. }
    10.  
    The big problem that I'm having is that i need to SetActive or make the dialogue GameObjects active and deactivate them in sequence, when a i click on a "Next" button in a UI Dialogue box, that's the only thing that i need for the System to work finally, but if there is something else that I can improve in the code, please suggest it.

    I used this tutorial as a base:



    here he makes it work with strings, additionally i reviewed the script in ChatGPT but I didn't add that much to it. i'm still learning Unity and English it's not my first language, i don't know if i'm missing something or i only need to adjust something.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,005
    That's not how tutorials work!! Instead, use this proven time-tested two-step process:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.

    Imphenzia: How Did I Learn To Make Games:



    If you have a problem, then it is time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. Juan_Soto

    Juan_Soto

    Joined:
    Nov 1, 2022
    Posts:
    4
    I really apreciate these advises, I´ll take notes for future proyects, but, I know the script works, I tested it with print() and DebugLog as you suggest in the different lines of the code and I think ChatGPT deleted it or something I don't remember, I didn't know all the methods that you describe, but I tested, I really think It's something about the setActive method that i'm not understanding well how to make it work with that.

    Also, there are no error messages that I got from the Console.

    I'm working on something with limited time, if there was a poor explanation from my part let me know, I really need a direct feedback from the scripts I provided, If it was wrong from my part for taking the code from the tutorial, I just repurposed it, sorry in advance.
     
  4. KillDashNine

    KillDashNine

    Joined:
    Apr 19, 2020
    Posts:
    461
    Use an int to mark the index of the currently open banner. Then make two methods:
    forward()
    and
    back()
    . In these methods:
    1. deactivate current banner
    2. increase/decrease index (check you don't overflow)
    3. activate the new banner
     
    Juan_Soto likes this.
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,005
    Who isn't?!

    The steps for debugging await your action.

    Almost all other options take more time.
     
    Juan_Soto likes this.
  6. Juan_Soto

    Juan_Soto

    Joined:
    Nov 1, 2022
    Posts:
    4
    You know what Kurt, you are so much right, i gave up on that last script that I post it, but eventually I made another Script with the advises you gave me and the video you commented, not at a 100% still, but I now know where to put Debug.Log in diferent parts of a script, I was keeping a tab of this post open just to remind me to thank you.

    And Jaakk, I apreciate the help, I eventually did this in the other script I mentioned just with a better implemented array, thank you.

    I don't know if this is necroposting, sorry in advance but I was exited to thank you both.
     
    KillDashNine likes this.
  7. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,005
    That's awesome! In turn we are excited that you are again making progress.

    I hope you find gamedev as genuinely rewarding as I do and I look forward to seeing more of your posts here as you progress. All the best.
     
    Juan_Soto likes this.