Search found 23360 matches
- Tue Jul 01, 2025 8:19 am
- Forum: Dialogue System for Unity
- Topic: Using I2 Localization with Dialogue System
- Replies: 2
- Views: 81
Re: Using I2 Localization with Dialogue System
Hi, In the DS To i2 window, UNtick the localized "Display Name da", "Display Name es", "Display Name zh-TW", etc. Leave only the base "Display Name" ticked. For actors' display names, you only need to the "Display Name" term in i2. This term will hol...
- Mon Jun 30, 2025 4:13 pm
- Forum: Dialogue System for Unity
- Topic: How to have one speech bubble with updating text?
- Replies: 3
- Views: 73
Re: How to have one speech bubble with updating text?
Great! Glad to help.
- Mon Jun 30, 2025 3:19 pm
- Forum: Dialogue System for Unity
- Topic: Does ProximitySelector not support Unity's new Input System?
- Replies: 1
- Views: 49
Re: Does ProximitySelector not support Unity's new Input System?
Hi,
If you rebind, you may need to unregister and re-register the input. However, a better way would be to add an Input Action Registry component to your Dialogue Manager and assign the Submit input to its list of input actions to register. This should take care of it automatically.
If you rebind, you may need to unregister and re-register the input. However, a better way would be to add an Input Action Registry component to your Dialogue Manager and assign the Submit input to its list of input actions to register. This should take care of it automatically.
- Mon Jun 30, 2025 9:46 am
- Forum: Dialogue System for Unity
- Topic: Approach: Conversation but Bark UI only
- Replies: 23
- Views: 6649
Re: Approach: Conversation but Bark UI only
Hi, Here are some ways you could do it: 1. Always start the same "hub" conversation. Within that conversation, use Conditions to branch to the actual conversation you want to play. This way all of your conversation logic is self-contained within the dialogue database. 2. Or make a subclass...
- Mon Jun 30, 2025 9:40 am
- Forum: Dialogue System for Unity
- Topic: How to have one speech bubble with updating text?
- Replies: 3
- Views: 73
Re: How to have one speech bubble with updating text?
Hi, A conversation or a bark will work for this. If you control it all from a script, use barks. Example: int count = 0; while (isPlayerAwake) { count++; DialogueManager.BarkString($"{count} sheep", player.transform); yield return new WaitForSeconds(2); } If you know the maximum number of ...
- Mon Jun 30, 2025 9:39 am
- Forum: Dialogue System for Unity
- Topic: Dialogue is stuck
- Replies: 8
- Views: 164
Re: Dialogue is stuck
Hi,
Yes, you can add more empty nodes before <Has Order?>/<Doesn't Have Order> to set "HasOrder" and do whatever preliminary setup you need. Or you can do this outside of the conversation if that makes more sense for your game design.
Yes, you can add more empty nodes before <Has Order?>/<Doesn't Have Order> to set "HasOrder" and do whatever preliminary setup you need. Or you can do this outside of the conversation if that makes more sense for your game design.
- Sun Jun 29, 2025 10:39 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue is stuck
- Replies: 8
- Views: 164
Re: Dialogue is stuck
Hi, I think what you're looking for is something like this: conversationConditions.png The conversation will use the <Has Order?> branch if HasOrder is true. Otherwise it will use the <Doesn't Have Order> branch. In the <Has Order?> branch, the children will check if IsOrderCorrect is true. If so, i...
- Sun Jun 29, 2025 1:10 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue is stuck
- Replies: 8
- Views: 164
Re: Dialogue is stuck
Hi,
To confirm: "<Order Correct?>" is green, correct?
If so, do you require continue button clicks to advance the conversation? If so, change "None()" in the Sequence field to "Continue()".
To confirm: "<Order Correct?>" is green, correct?
If so, do you require continue button clicks to advance the conversation? If so, change "None()" in the Sequence field to "Continue()".
- Sun Jun 29, 2025 10:04 am
- Forum: Dialogue System for Unity
- Topic: Approach: Conversation but Bark UI only
- Replies: 23
- Views: 6649
Re: Approach: Conversation but Bark UI only
Hi, If you're using Text Animator, inspect the Text Animator typewriter component (e.g., Typewriter - By Character) and reduce the Typewriter Wait values. If the NPC isn't being affected by Dialogue System Events, make sure it's being used as the conversation's primary actor or conversant. Please se...
- Sun Jun 29, 2025 8:00 am
- Forum: Dialogue System for Unity
- Topic: Dialogue is stuck
- Replies: 8
- Views: 164
Re: Dialogue is stuck
Hi, Thanks for the detailed, annotated screenshot. That should be fine. If you keep the Dialogue Editor window open on this conversation while playing in the Unity editor's play mode, which node does it get stuck on? This node will be green in the editor. Try setting "Order correct?" node'...