NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.Makinom.Components.UITabButton.ActiveStateChanged () (at :0)
GamingIsLove.Makinom.Components.UIButtonInput.SetContent (GamingIsLove.Makinom.UI.UIInputContent content, System.Collections.Generic.Queue`1[T] typewriterContent) (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.RegisterButtons () (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.Init (GamingIsLove.Makinom.UIBoxSetting settings, UnityEngine.Canvas canvas, UnityEngine.GameObject prefab) (at :0)
GamingIsLove.Makinom.UI.UnityUIBoxSettings.Create (GamingIsLove.Makinom.UIBoxSetting setting) (at :0)
GamingIsLove.Makinom.UIBoxSetting.Create () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UIBoxSetting.Create (GamingIsLove.Makinom.UIBoxAsset asset) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UIBoxLayoutSelection.Create () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UI.DialogueControl+Runtime.Show (System.Boolean isUpdate) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UI.DialogueControl+Runtime.Show (System.Int32 next) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Nodes.ShowDialogueNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Schematic.Start () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Schematic.PlaySchematic (System.Object source, GamingIsLove.Makinom.Schematics.ISchematicStarter starter, System.Object machineObject, System.Object startingObject, System.Boolean isBlocking, GamingIsLove.Makinom.MachineUpdateType updateType, System.Int32 inputID) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.BaseMachineComponent.StartMachine (GamingIsLove.Makinom.Schematics.Schematic tmpSchematic, UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.StartMachine (UnityEngine.GameObject startingObject, GamingIsLove.Makinom.VariableHandler startVariables) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.StartMachine (UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.StartMoveToInteraction (UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.Interact (UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionController.Interact () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.InteractIC (UnityEngine.GameObject player) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.Interact (UnityEngine.GameObject player) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.CheckInteractionInput (UnityEngine.GameObject player, System.Boolean& interacted) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.Interact (System.Boolean& interacted) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.ControlHandler.Tick () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Maki.FireTick () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.MakinomHandler.Update () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
It looks like you're new here. If you want to get involved, click one of these buttons!
Generally, UI boxes can have their content spread over multiple pages, using page content on your UI box to show the current page number.
An alternative would be using multiple Show Dialogue nodes instead, e.g. using a choice dialogue with one button for next and one for previous page and showing the next or previous dialogue based on that.
Those choices can be placed and styled as you want them via placed inputs directly on the UI box prefab.
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