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Appears to be fixed by #1866! |
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start_timeline() skips first event
I have a few points in my VN where I use
[call_node...
to do some custom UI stuff. I have graphic buttons for our characters that I click to decide who to talk to (as a graphical replacement for Dialogic's built in choice buttons)This is what that looks like (they send a signal with the target timeline attached as a String):
The problem is the first line of the target destination always gets skipped.
I've seen a few other people have this issue in both 1.x and 2. I tried adding a blank line after the label and also made sure to have
get_viewport().set_input_as_handled()
after every instance where I callstart_timeline()
No luck, it still skips the first event.
As a workaround, I can put
[wait_input hide_text="false"]
at the beginning of every timeline & after every label that I jump to fromstart_timeline()
, but that isn't great.join Character (Portrait)
andupdate Character (Portrait)
will sometimes also skip the next event in the timelineThis one isn't as consistent, but
join
,update
, andleave
will also sometimes skip the next line in the Timeline.For example, in my timeline:
The line "Mitchi leans in, interested" is never displayed. Mitchi joins, immediately updates to "Normal", and then "You scroll through..." is the next line that is displayed.
Note: I know that you can use
Mitchi (Portrait):
to update on the same line, the way I did it above is a carryover from Naninovel, where@char Mitchi.Normal
is the syntax for changing portrait, and it had to be on its own line. It was just way easier to find-replace the syntax for my project when I was porting it out of Unity this way.Beta Was this translation helpful? Give feedback.
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