Hi! Note: The forum is being migrated to a new server based on a backup made before your post, so this reply will disappear.
In the next update, I'll plan to make it so that UI refreshes don't lose the current EventSystem selection. I'll also look into the visible blink, although that might be more ...
Search found 23599 matches
- Mon Sep 15, 2025 4:59 pm
- Forum: Quest Machine
- Topic: Timed Quests Force Quest Journal redraw causing a "blink" and a loss of button focus
- Replies: 1
- Views: 24
- Wed Sep 10, 2025 11:36 am
- Forum: Quest Machine
- Topic: Quest Machine Journal UI Customisation Problem
- Replies: 1
- Views: 1010
Re: Quest Machine Journal UI Customisation Problem
Hi,
Please save an offline copy of this reply. We're in the process of migrating the forum to a new server using a backup that was created before your post. (I'm not sure how you were able to post; it's supposed to be locked. But that's beside the point. :) )
Quest selection panel:
1. I would ...
Please save an offline copy of this reply. We're in the process of migrating the forum to a new server using a backup that was created before your post. (I'm not sure how you were able to post; it's supposed to be locked. But that's beside the point. :) )
Quest selection panel:
1. I would ...
- Sat Sep 06, 2025 10:58 pm
- Forum: Dialogue System for Unity
- Topic: Various compiler issues with enabling Yarn 2
- Replies: 4
- Views: 3755
Re: Various compiler issues with enabling Yarn 2
Hi,
Make sure you're using Yarn 2 and not the more recently-released Yarn 3. The Dialogue System doesn't yet support Yarn 3.
Also, while the forum migration is happening here, the ability to post and reply to posts will be locked. We're working with the new forum hosting service to get the ...
Make sure you're using Yarn 2 and not the more recently-released Yarn 3. The Dialogue System doesn't yet support Yarn 3.
Also, while the forum migration is happening here, the ability to post and reply to posts will be locked. We're working with the new forum hosting service to get the ...
- Fri Sep 05, 2025 8:05 pm
- Forum: Announcements
- Topic: IMPORTANT: FORUM MIGRATION
- Replies: 0
- Views: 3400
IMPORTANT: FORUM MIGRATION
The forum is in read-only mode while it's being migrated to a dedicated server.
You can still search for existing answers and tips here in the meantime. Tip: Search for "howto" (one word) plus a question for helpful articles.
You can still search for existing answers and tips here in the meantime. Tip: Search for "howto" (one word) plus a question for helpful articles.
- Tue Sep 02, 2025 8:12 am
- Forum: Dialogue System for Unity
- Topic: Interrupting converstions
- Replies: 9
- Views: 3302
Re: Interrupting converstions
Are there any warnings in the Console window? Your screenshot doesn't show the info/warning/error filter buttons at the top right of the Console window, so I don't know if warnings are being filtered out.
The error in the Console is probably not to blame. We can look at it if nothing else turns up ...
The error in the Console is probably not to blame. We can look at it if nothing else turns up ...
- Tue Sep 02, 2025 8:08 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Actor Script
- Replies: 3
- Views: 1854
Re: Dialogue Actor Script
Hi,
Not in the dialogue database's Actors section.
There are a few ways you can do it.
You can wrap text in [em#] emphasis markup tags or rich text codes .
You can add a Dialogue Actor component to the actor's GameObject, tick Set Subtitle Color, and specify a color.
You can add a script with ...
Not in the dialogue database's Actors section.
There are a few ways you can do it.
You can wrap text in [em#] emphasis markup tags or rich text codes .
You can add a Dialogue Actor component to the actor's GameObject, tick Set Subtitle Color, and specify a color.
You can add a script with ...
- Mon Sep 01, 2025 1:33 pm
- Forum: Dialogue System for Unity
- Topic: Interrupting converstions
- Replies: 9
- Views: 3302
Re: Interrupting converstions
Hi,
On the Dialogue Manager, tick the Conversation Position Stack component's Push Current Entry checkbox. Otherwise, if it's unticked, it will (as you've seen) push the next entry onto the stack so that the conversation will resume at the next entry instead of repeating the current entry.
On the Dialogue Manager, tick the Conversation Position Stack component's Push Current Entry checkbox. Otherwise, if it's unticked, it will (as you've seen) push the next entry onto the stack so that the conversation will resume at the next entry instead of repeating the current entry.
- Mon Sep 01, 2025 1:31 pm
- Forum: Dialogue System for Unity
- Topic: Setting up an interaction menu when Player interacts with NPC
- Replies: 3
- Views: 2521
Re: Setting up an interaction menu when Player interacts with NPC
It'll probably be easier and cleaner in the long run to get your programmer involved.
Your programmer might find this info to be helpful:
When the player's Selector component "uses" a selected Usable, it does two things:
1. It runs the Usable's OnUseUsable() method, which invokes any event ...
Your programmer might find this info to be helpful:
When the player's Selector component "uses" a selected Usable, it does two things:
1. It runs the Usable's OnUseUsable() method, which invokes any event ...
- Mon Sep 01, 2025 10:44 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Actor Script
- Replies: 3
- Views: 1854
Re: Dialogue Actor Script
Hi,
In that screenshot, it looks like your dialogue UI has one subtitle panel and one menu panel. If you inspect the main dialogue UI GameObject's Standard Dialogue UI component, they should be assigned to the Subtitle Panels and Menu Panels lists.
Do you want to show overhead speech bubbles? If ...
In that screenshot, it looks like your dialogue UI has one subtitle panel and one menu panel. If you inspect the main dialogue UI GameObject's Standard Dialogue UI component, they should be assigned to the Subtitle Panels and Menu Panels lists.
Do you want to show overhead speech bubbles? If ...
- Mon Sep 01, 2025 9:30 am
- Forum: Dialogue System for Unity
- Topic: Interrupting converstions
- Replies: 9
- Views: 3302
Re: Interrupting converstions
Hi,
Here's an example scene:
DS_InterruptConversationAnyTimeExample_2025-09-01.unitypackage
When the scene starts, it will play a main conversation with subtitles A, B, C, D, E. If you click the Interrupt button, it will play a secondary conversation with subtitles 1, 2, 3 and then resume the ...
Here's an example scene:
DS_InterruptConversationAnyTimeExample_2025-09-01.unitypackage
When the scene starts, it will play a main conversation with subtitles A, B, C, D, E. If you click the Interrupt button, it will play a secondary conversation with subtitles 1, 2, 3 and then resume the ...