Search found 93 matches

by nehvaleem
Tue May 28, 2024 4:29 pm
Forum: Dialogue System for Unity
Topic: Subdirectories for VoiceOverFile
Replies: 5
Views: 362

Re: Subdirectories for VoiceOverFile

Actually the custom AudioWait / AudioWaitOnce implementation might be a good fit for me.
Thank you a lot for the outstanding support :)
by nehvaleem
Tue May 28, 2024 1:51 pm
Forum: Dialogue System for Unity
Topic: Subdirectories for VoiceOverFile
Replies: 5
Views: 362

Re: Subdirectories for VoiceOverFile

Theoretically, I could do something like this, but honestly, it seems like a workaround. I'll need to maintain the current language value in 2 separate places and update it whenever the player changes the language. Is it the best possible solution? To give you a bit more context: what if I would lik...
by nehvaleem
Tue May 28, 2024 12:00 pm
Forum: Dialogue System for Unity
Topic: Subdirectories for VoiceOverFile
Replies: 5
Views: 362

Subdirectories for VoiceOverFile

Hi, I am using a VoiceOverFile entrytag, to specify my vo files. But there is an issue, I want to have multiple vo languages organized in subfolders like: Resources/en/LineTagXXXXXX.mp3 Resources/ja/LineTagXXXXXX.mp3 But there is a stripping going on in DialogueDatabase, that prevents me from inputt...
by nehvaleem
Tue Aug 30, 2022 4:14 pm
Forum: Dialogue System for Unity
Topic: Dialogue System for Unity & Batchmode
Replies: 3
Views: 291

Re: Dialogue System for Unity & Batchmode

That would be great! Appreciate it!
by nehvaleem
Tue Aug 30, 2022 1:52 pm
Forum: Dialogue System for Unity
Topic: Dialogue System for Unity & Batchmode
Replies: 3
Views: 291

Dialogue System for Unity & Batchmode

Hi Tony, I've noticed that there are a lot of calls to WaitForEndOfFrame in the Dialogue System for Unity source files. Since this isn't supported in batch mode https://docs.unity3d.com/Manual/CLIBatchmodeCoroutines.html (actually it causes the coroutines using it to never finish) and it breaks the ...
by nehvaleem
Tue Aug 16, 2022 10:13 am
Forum: Dialogue System for Unity
Topic: Ink choices are being ignored when nested in conditional blocks
Replies: 17
Views: 2746

Re: Ink choices are being ignored when nested in conditional blocks

Oh my gosh, you are totally right! I've had multiple choices that have different actors bound to them, and one actor (the first one in the options) wasn't marked as the player.

Sorry about that, everything works correctly in that case.
by nehvaleem
Tue Aug 16, 2022 6:43 am
Forum: Dialogue System for Unity
Topic: Ink choices are being ignored when nested in conditional blocks
Replies: 17
Views: 2746

Re: Ink choices are being ignored when nested in conditional blocks

hi Tony, I would like to resurrect this topic a bit. I recently upgraded DS to 2.2.30 along with the ink integration. It seems now that the issue with skipping lines after the response isn't present in my project (as long as I have the "Player Dialogue Text Follows Response Text" turned of...
by nehvaleem
Fri Aug 05, 2022 12:09 pm
Forum: Dialogue System for Unity
Topic: Audio sequencer commands plays twice after choices
Replies: 3
Views: 240

Re: Audio sequencer commands plays twice after choices

Sure, since I don't feel super comfortably posting my ink contents here I have sent it via email. Below I am attaching the given stack traces: This is the extra (not needed nor expected) Dialogue System: Sequencer.Play( AudioWaitOnce(LineTag_001_0016_DE4ECF49_Satoru)@0 ) UnityEngine.Debug:Log (objec...
by nehvaleem
Fri Aug 05, 2022 9:48 am
Forum: Dialogue System for Unity
Topic: Audio sequencer commands plays twice after choices
Replies: 3
Views: 240

Audio sequencer commands plays twice after choices

Hi, It seems that I am encountering some sort of a bug resulting in the line being played one more time than needed just after selecting a choice in dialogue (when the next line is displayed already). AudioWaitOnce doesn't help, maybe it is being played with a different actor or something. I would r...
by nehvaleem
Fri Aug 05, 2022 9:45 am
Forum: Dialogue System for Unity
Topic: Default Sequencer commands for barks
Replies: 1
Views: 164

Default Sequencer commands for barks

Sorry if this has been answered before, but I couldn't find it anywhere. Is there a way to set up a default sequence for barks the same way how it is possible for regular dialogue lines? It seems that setting it in the Dialogue Manager doesn't do anything when the lines are being barked. One thing t...