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...
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...
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 ...
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.
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...
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...
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...
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...