Hi Tony,
Thanks for this - it turns out the actors in the conversation got switched around somehow so it was the player talking.
Hope you have a safe and happy new year!
Search found 111 matches
- Sat Dec 31, 2022 6:31 am
- Forum: Dialogue System for Unity
- Topic: Actor Portrait not Displaying
- Replies: 3
- Views: 353
- Fri Dec 30, 2022 5:12 am
- Forum: Dialogue System for Unity
- Topic: Actor Portrait not Displaying
- Replies: 3
- Views: 353
Actor Portrait not Displaying
Hi Tony, I'm not sure what I changed but for some reason most of my actor's portraits are no longer displaying on screen. The actors all have portraits set up like this. https://i.imgur.com/WqXC94N.png I use the SetPortrait sequencer command to assign portraits. This command works: https://i.imgur.c...
- Tue Nov 29, 2022 5:22 am
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Hey Tony, Unfortunately given the timing of this and my other commitments (and a cost benefit analysis), I might just need to drop this and revisit it later down the track - I can adapt the normal conversation framework to have the player interact with these conversations as a point of interest, per...
- Sun Nov 27, 2022 3:54 am
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Hi Tony, I've done some more digging and I think I fixed the red error - I found some doors which weren't calling StopAllConversations properly. I also found some additional information that might be useful: The yellow alert is triggered when a scene change occurs. The stack trace is: Dialogue Syste...
- Sat Nov 26, 2022 5:48 pm
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Hi Tony, Thanks - I hooked into DialogueManager.instance.conversationEnded and it seems to work but a couple last bugs to iron out. They seem to relate to the same issue occuring when the conversation finishes. The first is an alert declaring: Dialogue System: Can't find subtitle panel for [Other Ge...
- Fri Nov 25, 2022 7:44 pm
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Thanks Tony, all makes sense to me. One last question and we can wrap this up - I'm currently using OnTriggerEnter2D with the dialogue system trigger to start a conversation when the player is near by. This leads to the player being able to rapidly trigger new conversations by walking in and out of ...
- Thu Nov 24, 2022 7:35 am
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Hey Tony, I think I have the input system working, thanks for that. Regarding the simultaneous conversations starting, ideally I would like conversations to occur simultaneously, but I am a little worried about the error being thrown in my last post - it happens when i move scene while the bark conv...
- Wed Nov 23, 2022 6:44 am
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Hi Tony, Thanks for the suggestion, it would be good but my current OnUse input message I'm using is the down arrow, which is also used to navigate player dialogue choices. So if we disable simulatenous conversations, then conversations will start over and over again when the player needs to respond...
- Tue Nov 22, 2022 6:02 am
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Thanks Tony - all makes sense from me. The Game Manager knows when a dialogue starts because of the Dialogue Events component - I have it set up like this: https://imgur.com/a/w5RPyxl I added a check to the actor and conversant like you suggested - it got rid of the input issue, but now I can't star...
- Sun Nov 20, 2022 2:35 am
- Forum: Dialogue System for Unity
- Topic: Help with Bark Conversations
- Replies: 19
- Views: 2514
Re: Help with Bark Conversations
Hi Tony, For the Override Dialogue UI component, I set it to the basic Dialogue UI prefab as described and it worked! Now we just need to fix the player input. I'm using my own character controller, unfortunately. I have a GameManager object with a Dialogue System Events component that disables the ...