That's what I've been doing. Right now I'm testing it by trying to Display my Map Name.
My problem is when I Enable / Disable "txt_LocationName" it just resets the TextInput and doesn't re-fill in whats in my TextTable. It does it only Once on game Start.
Search found 30 matches
- Mon Mar 21, 2022 2:30 pm
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 787
- Mon Mar 21, 2022 2:16 pm
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 787
Re: What do I use instead of Localize UI?
Oh ... I see what was going on then. The reason I honestly posted was because I thought the Localize UI was not working (Old?). In fact it was working, but it was not doing what I thought it would do. When I start the game, the text in my TextMeshPro - Text changes to the line in the Text Table, how...
- Mon Mar 21, 2022 2:16 pm
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 787
Re: What do I use instead of Localize UI?
- ignore .. somehow posted twice -
- Mon Mar 21, 2022 9:09 am
- Forum: Dialogue System for Unity
- Topic: What do I use instead of Localize UI?
- Replies: 6
- Views: 787
What do I use instead of Localize UI?
Hello, I am trying to Localize my UI Text, like Main Menu Buttons / Options Popup buttons / Action Buttons. I originally thought I was to use Text Tables, and the Localize UI component, but I see that this component is a Legacy component now. What would be the proper way in settings up these Text Fi...
- Fri Sep 24, 2021 10:11 pm
- Forum: Dialogue System for Unity
- Topic: Override Names without Dialogue Actor Component
- Replies: 3
- Views: 389
Re: Override Names without Dialogue Actor Component
Thxs Tony .. it helped me think on what I wanted.to happen. I got the name to swap out with an Actor Bark UI override. Would you know how I get the "Display Name" rather than the Actor name? In the Override: public string actor; Actor dialogueActor = DialogueManager.masterDatabase.GetActor...
- Fri Sep 24, 2021 3:09 pm
- Forum: Dialogue System for Unity
- Topic: Override Names without Dialogue Actor Component
- Replies: 3
- Views: 389
Override Names without Dialogue Actor Component
I tried looking around, but only found a really Old Legacy component to Override an Actor's name. A little more reading, and I think this was replaced with the Dialogue Actor component. What's the best way to Override an Actor's name, in a Dialogue Entry? I know I can assign names to Variables. like...
- Thu Sep 23, 2021 6:03 pm
- Forum: Dialogue System for Unity
- Topic: Referencing a Timeline in a Sequence Clip
- Replies: 1
- Views: 305
Referencing a Timeline in a Sequence Clip
Hello, I am currently making a small Cutscene with Timelines to have Barks popup conversation text and pause the timeline. Other than using a GameObject specific name, is there a way for the PlaySequenceClip to reference a Timeline? Right now I have in a Sequence Clip: Timeline(speed, NPC1, 0); Time...
- Thu Sep 23, 2021 3:59 pm
- Forum: Dialogue System for Unity
- Topic: Bark on End Firing right away
- Replies: 3
- Views: 353
Re: Bark on End Firing right away
I am currently using the Standard UI Conversation system for more complex dialogue. Right now I am trying to use the Barks as a way to spawn quick word bubbles for non important bits of dialogue. Mostly 1 or 2 lines of banter from NPCs. I downloaded the Example Bubble Standard UI examples, and this ...
- Thu Sep 23, 2021 2:21 pm
- Forum: Dialogue System for Unity
- Topic: Bark on End Firing right away
- Replies: 3
- Views: 353
Bark on End Firing right away
I am trying to use Bark word bubbles to simulate conversations rather than the Dialogue UI. To do this, I am trying to use a system where my Player will walk up to an object with a Usable script. This will then set off a Dialogue System Trigger, and On Use will perform a Bark with a Conversation sou...
- Sat Apr 17, 2021 10:28 pm
- Forum: Dialogue System for Unity
- Topic: Timeline Bark Clips @ Specific Conversation Entries
- Replies: 2
- Views: 291
Re: Timeline Bark Clips @ Specific Conversation Entries
Tony, Thxs very much for taking that request.
You are usually very good on updates, so I'm going to just use text for now. I can wait for the feature to come as long as I know thats on the todo list.
You are usually very good on updates, so I'm going to just use text for now. I can wait for the feature to come as long as I know thats on the todo list.