There's a known error in Unity's UI that was introduced in 2019, its impacting other projects too. I've checked it in 2019.2b and it's still there. So I think we'll have to change fungus to work around it.
I know this is a known error, but i have a weird twist... My portraits work fine for the first flowchart in my game, but as soon as I call a second chart, they blink in and out, or do not show up at all. The proportions are also not constrained like they used to be (could be that I just don't know how to fix that myself!)
@pazlen, I can't be sure but that sounds a lot like what I am seeing in the Conversation, Sherlock and FirstPerson demos in 2019.x Working on a workaround fix now.
I have an update on this, as it's still giving me heartburn... So if i take the first block of the new Flowchart and set the Execute on Event to Scene -> FlowchartEnabled the portrait problem disappears... but it creates a conflict with the initial save point (Is Start Point Checked) and both blocks attempt to execute simultaneously. So, for now, I am still stuck with using just one flowchart for everything.
I seem to have broken something.. no idea what or how, but now portraits are just randomly deciding either to show up or not. All the settings are the same on the image layers, view layers and the portrait layers, but I can go from one block with functional portraits to the next where none show up at all, all in the same flowchart. I've even gone as far as deleting all my portraits and replacing them with exact match settings (just in case that was the problem :P) It doesn't seem to matter. Even with the same sprite used in 2 different views, one will work and the other will not. It kind of game breaking for me at this point, not sure what to do.
To test my problems I did a clean unity install (2019.1.2f1), installed Fungus and nothing else. I built 3 blocks, set block 1 to Fade to view, Portrait (show left), Say(text), Portrait (Show right), Portrait (Hide left) Portrait (Hide Right). No problems. Call -> Block 2, same setup. No portraits show. Call -> Block 3 (this has a show 1, show 2, replace 1, replace 2, hide 1 hide 2) - Show Port 1 and 2 do nothing, Replace 1 blinks in then disappears, replace 2 does nothing. Do I need to revert my Unity version?? Is that possible without losing work?
Reverted to 2018.3.14f1 and problem is gone.
I've chased it down and found a solve for most of the places it impacts. There were changes in Unity's UI in 2019 that are causing these problems to appear.
Great news! My workaround was to basically pull the areas with portraits and swap them for static backgrounds with some camera swipes. Clunky but it works. I am down to 30 errors left on my reversion to 2018, so if you are close, I'll stop worry about it and just press on with the 2019 version :)