Dialogue Tree Yarn not loading in External Layout

My Issue:

When I try to start my dialogue tree, it does not come over to the external layout. All of the same dialogue-related objects- text boxes, bitmap texts, options text, and buttons- are in my external layouts since they are references in the main game scene.

But, I noticed that within the debugger, the visibility of my dialogue objects (except for the dialogue’s own text box only) read as “is hidden?: true”. And if I manually set my dialogue text to “is hidden? false” then it shows me the default bitmap text string, and not even my own default text string.

I am confused, because if the dialogue text box is visible, then why aren’t the rest of my dialogue objects visible as well?

Without external layouts, my dialogue tree works fine. I followed HelperWesley’s tutorial on creating levels from external layouts and global variables, which works as it should.

What is the expected result

When I run the game, my dialogue tree should show up when I start an interaction with an NPC object, as my scenes are External Layouts.

What is the actual result

When I interact with an NPC object, only my dialogue text box object shows on the screen, and not the usual yarn node dialogue I had set up. Because of this, my player cannot start the quest that is connected to my yarn dialogue.

Related screenshots







Upload game file

I am unable to upload the game file, as it does not give me a file link button anywhere that I can see, and dragging my files in brings up an error “file type not supported, only jpeg/png/gif”

But the default said I can upload a .zip or .rar file?

Where in the scene event do you create the objects from the external layout?

Also, the objects the external layout uses will need to be in the scene that references the external layout, unless they are global obejcts.

When you create an external layout, you need a scene as the reference base. The objects in the base scene are what the external layout uses.

The external layout does not have objects in it - it references those in the base scene. If you add objects to an external layout, you are actually adding them to the base scene. Similarly, if you remove objects from an external layout, you are actually removing them from the base scene.

1 Like

Thank you for the response! I forgot the show where I had my external events that created and called under the blue “Level Change” event group.

I ended up going to a previously saved game backup before I bugged everything out, went a lot slower with implementing my external event logic, and got it working!

Since I have no clue what was creating the issue with my dialogue not showing up, I’ll probably delete or close this help post since I don’t know where I have the relevant game save file for it anymore. :sweat_smile:

As I’m trying to take a more logic/programming-first approach to building my games (compared to art and animation first), I’m running into bugs in the game’s functions and logic…so I’ll probably make another help post eventually