Sometimes it really is just that easy... I had it disabled.
Thanks Tony.
Search found 5 matches
- Tue May 28, 2019 8:55 am
- Forum: Dialogue System for Unity
- Topic: Null Reference Exception for conversation
- Replies: 3
- Views: 384
- Mon May 27, 2019 11:25 pm
- Forum: Dialogue System for Unity
- Topic: Null Reference Exception for conversation
- Replies: 3
- Views: 384
Null Reference Exception for conversation
Hello, Was wondering if I could get some help on this. I have a strange error where when I attempt to run a Start Conversation action via the OnUse() function of a Dialogue System Trigger component, I get a null reference exception pointing to the line: var conversationAsset = DialogueManager.Master...
- Mon May 13, 2019 10:21 am
- Forum: Dialogue System for Unity
- Topic: LucasArts style
- Replies: 5
- Views: 1223
Re: LucasArts style
Hey! That did it! Thanks a lot for your help!
- Sun May 12, 2019 6:40 pm
- Forum: Dialogue System for Unity
- Topic: LucasArts style
- Replies: 5
- Views: 1223
Re: LucasArts style
Hey Tony, thanks for the quick response. So I tried both methods and, in both instances, the Dialogue System is adding the Default Dialogue UI prefab and a large button appears at the bottom of the screen with each line of dialogue which needs to be clicked. Really not sure where the problem is comi...
- Sun May 12, 2019 1:48 pm
- Forum: Dialogue System for Unity
- Topic: LucasArts style
- Replies: 5
- Views: 1223
LucasArts style
Hello, I'm attempting to trigger a bark conversation over the player's head when he interacts with objects in the scene (like an old LucasArts-style adventure game) and I can get him to bark a single line but I'm not having any luck getting him to bark several conversation nodes, one after another. ...