Search found 15 matches
- Tue Nov 08, 2022 9:00 pm
- Forum: Dialogue System for Unity
- Topic: Screen Space Barks
- Replies: 4
- Views: 263
Re: Screen Space Barks
Thanks Tony!
- Tue Nov 08, 2022 3:36 am
- Forum: Dialogue System for Unity
- Topic: Screen Space Barks
- Replies: 4
- Views: 263
Re: Screen Space Barks
It turns out to be the pixel perfect 2D camera that crunches it to an unreadable level
- Tue Nov 08, 2022 3:29 am
- Forum: Dialogue System for Unity
- Topic: Screen Space Barks
- Replies: 4
- Views: 263
Screen Space Barks
I am working on a 2D game with low resolution pixel graphics for the main game, and HD UI art.
Currently the bark prefabs are world space canvases, and so they look not crisp or nice in my setup.
How would you recommend changing these to be screen space UI elements?
Currently the bark prefabs are world space canvases, and so they look not crisp or nice in my setup.
How would you recommend changing these to be screen space UI elements?
- Wed Nov 20, 2019 8:55 am
- Forum: Dialogue System for Unity
- Topic: Simplest way to implement DOTween
- Replies: 4
- Views: 832
Re: Simplest way to implement DOTween
Just a note: The StandardUISubtitlePanel uses a custom inspector. So new fields are not going to be visible from the get go.
This can be remedied by creating a custom inspector for the custom UI subtitle panel. Just a heads up to anyone else trying to do something like this.
This can be remedied by creating a custom inspector for the custom UI subtitle panel. Just a heads up to anyone else trying to do something like this.
- Wed Nov 20, 2019 8:39 am
- Forum: Dialogue System for Unity
- Topic: Simplest way to implement DOTween
- Replies: 4
- Views: 832
Re: Simplest way to implement DOTween
Thanks Tony!
Will give it a shot!
Will give it a shot!
- Wed Nov 20, 2019 8:38 am
- Forum: Dialogue System for Unity
- Topic: Best approach for syncing variables
- Replies: 1
- Views: 208
Best approach for syncing variables
Hi (Sorry for another question so soon!) I'm wondering what the best approach is for syncing dialogue variables with my own class variables. In my example case I am working on NPCs. NPCs have various attributes, and most attributes I want to use in the conversations as conditions. For example: frien...
- Wed Nov 20, 2019 2:06 am
- Forum: Dialogue System for Unity
- Topic: Simplest way to implement DOTween
- Replies: 4
- Views: 832
Simplest way to implement DOTween
Hi, I would prefer not to use the animator to do my in/out transitions. I would much rather use a tweening library inside a coroutine. What would be the fastest/simplest way to do this? Im guessing to make a class inherited from the NPCPanel base class then override some methods. Which would be the ...
- Mon Nov 04, 2019 2:04 am
- Forum: Dialogue System for Unity
- Topic: Dialogue does not show correct words after making WEBGL build
- Replies: 5
- Views: 475
Re: Dialogue does not show correct words after making WEBGL build
Thanks! I will let you know!
- Sun Nov 03, 2019 1:28 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue does not show correct words after making WEBGL build
- Replies: 5
- Views: 475
Re: Dialogue does not show correct words after making WEBGL build
Hi Tony,
Actually I am using 2.2.1 and my TextMeshPro TMP_PRESENT option is ticked.
Not too sure why it didn't work straight away.
Actually I am using 2.2.1 and my TextMeshPro TMP_PRESENT option is ticked.
Not too sure why it didn't work straight away.
- Sun Nov 03, 2019 2:46 am
- Forum: Dialogue System for Unity
- Topic: Dialogue does not show correct words after making WEBGL build
- Replies: 5
- Views: 475
Re: Dialogue does not show correct words after making WEBGL build
I found the problem. . .
I was using TextMeshPro and now the option has disappeared, and my text been unassigned.
TMPro support must be imported per platform. I reimported it and now it works again!
I was using TextMeshPro and now the option has disappeared, and my text been unassigned.
TMPro support must be imported per platform. I reimported it and now it works again!