Thanks Tony, it seems to be an acceptable tags issue.
It looks like when I press the button, It uses the tag of gameObject that has the rigidbody, not the tag of the gameObject that has the Proximity Selector on it.
Search found 16 matches
- Sun Mar 22, 2020 3:56 pm
- Forum: Dialogue System for Unity
- Topic: Issue with Dialogue System Trigger: OnUse
- Replies: 3
- Views: 452
- Sun Mar 22, 2020 3:08 pm
- Forum: Dialogue System for Unity
- Topic: Issue with Dialogue System Trigger: OnUse
- Replies: 3
- Views: 452
Issue with Dialogue System Trigger: OnUse
If I set my Dialogue System Trigger Trigger to On Trigger Enter , my Barks and Conversations start when entering that trigger. If I set the Trigger to OnUse , when entering that trigger and pressing my button they don't start at all. On the game object my Dialogue System Trigger component exists on,...
- Mon Jun 03, 2019 9:19 pm
- Forum: Dialogue System for Unity
- Topic: Need some direction on two issues
- Replies: 8
- Views: 558
Re: Need some direction on two issues
Hey Tony, sorry for the late response: First I start the scene https://i.ibb.co/BcGYvXQ/image.png then I do an action to save https://i.ibb.co/HFDkdqy/image.png then I notice these files https://i.ibb.co/25qxhC3/image.png then I stop the scene https://i.ibb.co/HLyjkcB/image.png turn on my load scrip...
- Wed May 29, 2019 9:10 pm
- Forum: Dialogue System for Unity
- Topic: Need some direction on two issues
- Replies: 8
- Views: 558
Re: Need some direction on two issues
SaveToSlot(0) looks like it saved to disk. I have a "save_0.dat" and "saveinfo.dat" in the games AppData.
When I try to LoadFromSlot(0), it says "Save System: LoadFromSlot(0) but there is no saved game in this slot."
When I try to LoadFromSlot(0), it says "Save System: LoadFromSlot(0) but there is no saved game in this slot."
- Tue May 28, 2019 6:10 pm
- Forum: Dialogue System for Unity
- Topic: Need some direction on two issues
- Replies: 8
- Views: 558
Re: Need some direction on two issues
Thanks Tony. Issue #1 Fixed For Issue #2 When changing scenes, the process is the same except the Saved Game Data Storer is not used. The Save System simply holds the save data in memory and applies it to the newly-loaded scene. The Save System performs these steps when changing scenes: Is there a w...
- Tue May 28, 2019 5:35 pm
- Forum: Dialogue System for Unity
- Topic: Need some direction on two issues
- Replies: 8
- Views: 558
Need some direction on two issues
Issue #1: I have Dialogue Managers on two scenes; If I start the two scenes on their own, the dialogue system works, but if I start one scene and move to the second using "LoadLevel()", the second scene dialogue system isn't working. Issue #2: I'm changing item variables in one scene, and ...
- Fri May 24, 2019 12:41 pm
- Forum: Dialogue System for Unity
- Topic: [Help] Multiple child objects with Dialogue System Events
- Replies: 5
- Views: 694
Re: [Help] Multiple child objects with Dialogue System Events
By using your scene and doing some debugging, it looks like this conversation here https://i.ibb.co/Ld506tG/image.png is also triggering the Dialogue system event here https://i.ibb.co/6rg2xwT/image.png before the 2nd conversation starts. I wondering if this is intended behavior, if it is, I could t...
- Fri May 24, 2019 10:48 am
- Forum: Dialogue System for Unity
- Topic: [Help] Multiple child objects with Dialogue System Events
- Replies: 5
- Views: 694
Re: [Help] Multiple child objects with Dialogue System Events
Thanks for the response Tony. Is this what you're talking about https://i.ibb.co/K7HjJPV/image.png I have that set on both. Could it be that I have two children with Dialogue System events, and when one conversation ends, both of those dialogue system events are running their OnConversationEnd()?
- Thu May 23, 2019 8:44 pm
- Forum: Dialogue System for Unity
- Topic: [Help] Multiple child objects with Dialogue System Events
- Replies: 5
- Views: 694
[Help] Multiple child objects with Dialogue System Events
Hello, I'm trying to disable/enable dialogue interactions after one is complete. I'm trying to use the Dialogue System Events to achieve this, but the Dialogue System event doesn't seem to be switching the next child object to active. So I'm trying to set active true the game object of the next dial...
- Mon May 06, 2019 1:41 pm
- Forum: Dialogue System for Unity
- Topic: Help: Panel Layered over portrait and subtitle
- Replies: 4
- Views: 460
Re: Help: Panel Layered over portrait and subtitle
Thanks Toni, with this new information, I'll play around with it and see if I can get it to work.