Search found 20832 matches
- Tue May 28, 2024 9:20 am
- Forum: Dialogue System for Unity
- Topic: Animator Converstation using AnimatorPlay
- Replies: 1
- Views: 17
Re: Animator Converstation using AnimatorPlay
Hi, Are you using the Starter Assets third person controller? If so, please see: How To: Configure Starter Assets First/Third Person Controller Here are two ways to play a waving animation before starting the conversation: 1. Start the conversation immediately using the Selector/Proximity Selector a...
- Mon May 27, 2024 9:04 am
- Forum: Dialogue System for Unity
- Topic: Subtitle node is START?
- Replies: 9
- Views: 151
Re: Subtitle node is START?
Hi,
Was that the root cause? Is it working now?
Was that the root cause? Is it working now?
- Sun May 26, 2024 10:44 am
- Forum: Dialogue System for Unity
- Topic: Experiencing Strange Issues with the Bark Bubble UI
- Replies: 1
- Views: 46
Re: Experiencing Strange Issues with the Bark Bubble UI
Hi,
I assume your canvas-based Images are on a Screen Space canvas?
If so, consider using Screen Space canvases for your bark UIs, too. That way you can place them exactly where you want on the screen.
I assume your canvas-based Images are on a Screen Space canvas?
If so, consider using Screen Space canvases for your bark UIs, too. That way you can place them exactly where you want on the screen.
- Sun May 26, 2024 10:42 am
- Forum: Dialogue System for Unity
- Topic: Reroute conversation that has no available text to another conversation
- Replies: 3
- Views: 124
- Sat May 25, 2024 3:35 pm
- Forum: Dialogue System for Unity
- Topic: What's the proper way to only show an alert once?
- Replies: 3
- Views: 61
Re: What's the proper way to only show an alert once?
Glad to help!
- Sat May 25, 2024 3:11 pm
- Forum: Dialogue System for Unity
- Topic: What's the proper way to only show an alert once?
- Replies: 3
- Views: 61
Re: What's the proper way to only show an alert once?
Hi, There are two parts to this: 1. To pass through a node without showing any text or waiting for a continue button click, tick the node's Group checkbox or set its Sequence field to: Continue() This will simulate an immediate continue button click. If you don't want to type it, from the "+&qu...
- Sat May 25, 2024 1:57 pm
- Forum: Dialogue System for Unity
- Topic: Animation play on specific DialogueEntry
- Replies: 3
- Views: 64
Re: Animation play on specific DialogueEntry
Glad to help!
- Sat May 25, 2024 9:16 am
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 11
- Views: 175
Re: UI Bar connected to Variables
Are you using the second version of the method with the Debug.Log line? It should show something. Since it reports line 21, I suspect it's not using the second version. Try this: void OnVariableChanged(string variableName, object variableValue) { Debug.Log($"{variableName} changed to {variableV...
- Sat May 25, 2024 9:14 am
- Forum: Dialogue System for Unity
- Topic: Audio Dialogue on Hover
- Replies: 7
- Views: 118
Re: Audio Dialogue on Hover
Do the scripts show any red-underlined errors?
Can you send a reproduction project to tony (at) pixelcrushers.com?
Can you look at the Hover Example (direct download) available on the Dialogue System Extras page?
Can you send a reproduction project to tony (at) pixelcrushers.com?
Can you look at the Hover Example (direct download) available on the Dialogue System Extras page?
- Fri May 24, 2024 2:16 pm
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 7
- Views: 256
Re: Turning off conversation UI for internal dialogue UI
Hi,
Since you're using an Override Dialogue UI component on a GameObject, then if the GameObject is the conversation's primary actor or conversant (see here for details), it should use the dialogue UI that you've assigned to the Override Dialogue UI component.
Since you're using an Override Dialogue UI component on a GameObject, then if the GameObject is the conversation's primary actor or conversant (see here for details), it should use the dialogue UI that you've assigned to the Override Dialogue UI component.