Search found 9 matches
- Sat Jun 27, 2020 8:33 am
- Forum: Dialogue System for Unity
- Topic: Changing menu text on specific node during conversation
- Replies: 3
- Views: 288
Re: Changing menu text on specific node during conversation
Well, I found the perfect solution thanks to your latest tutorial (I hope you'll keep making those), by making a very simple custom lua script which worked like a charm! I tried to use two response nodes (both of them using the same custom menu panel), one showing even when invalid(the one saying &q...
- Fri Jun 26, 2020 6:04 am
- Forum: Dialogue System for Unity
- Topic: Changing menu text on specific node during conversation
- Replies: 3
- Views: 288
Changing menu text on specific node during conversation
Hello Tony, I'm pretty of sure I'm not the first one to ask this question, but I couldn't find the answer for this specific predicament on the forum - sorry for the redundancy. I'm trying to change the menu text of a response menu linked to a custom panel(which stays active but disabled if condition...
- Wed May 20, 2020 1:31 am
- Forum: Dialogue System for Unity
- Topic: [SOLVED]Unpause() set timeScale to 0
- Replies: 3
- Views: 574
Re: Unpause() set timeScale to 0
Awesome! Thanks a lot.
And sorry for not checking the extra page before posting...
Have a nice day!
And sorry for not checking the extra page before posting...
Have a nice day!
- Tue May 19, 2020 1:56 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED]Unpause() set timeScale to 0
- Replies: 3
- Views: 574
[SOLVED]Unpause() set timeScale to 0
Hello Tony, For the context, I was trying to set the idle barks on "standby" during a cutscene (which doesn't contain any dialogue) using the Pause and Unpause functions, when I realized all my animations froze as soon as Unpause() was called. The culprit seems to be the timeScale, set to ...
- Wed May 13, 2020 2:06 am
- Forum: Dialogue System for Unity
- Topic: Override dialogue UI+Specify dialogue entry weirdness
- Replies: 3
- Views: 489
Re: Override dialogue UI+Specify dialogue entry weirdness
That's because it's waiting for the animators to run their Show and Hide animations, since the Show Trigger and Hide Trigger values are probably still set. They'll eventually give up after a specific number of seconds. Thanks for the explanation, it was really bugging me ^^ I was mostly testing thi...
- Tue May 12, 2020 12:45 pm
- Forum: Dialogue System for Unity
- Topic: Override dialogue UI+Specify dialogue entry weirdness
- Replies: 3
- Views: 489
Override dialogue UI+Specify dialogue entry weirdness
Hello Tony, I was poking the system around, when I found an oddity: When I start a conversation using a dialogue system trigger with both a gameobject with an override component set as actor (or conversant) and a starting entry ID, the dialogue UI just briefly blinks and disappears right away (actua...
- Thu Mar 12, 2020 12:21 pm
- Forum: Dialogue System for Unity
- Topic: Persistent custom panels
- Replies: 7
- Views: 527
Re: Persistent custom panels
It worked flawlessly!
Thanks for the idea, it optimizes a bit the whole shebang. I still need to test it when it comes to switch to another dialogue UI, but I'm not worried.
Thanks for the idea, it optimizes a bit the whole shebang. I still need to test it when it comes to switch to another dialogue UI, but I'm not worried.
- Wed Mar 11, 2020 8:06 am
- Forum: Dialogue System for Unity
- Topic: Persistent custom panels
- Replies: 7
- Views: 527
Re: Persistent custom panels
Thanks for your answer and the example, I think I'll stick with the whole "one panel per npc" method for now ^^
- Tue Mar 10, 2020 12:03 pm
- Forum: Dialogue System for Unity
- Topic: Persistent custom panels
- Replies: 7
- Views: 527
Persistent custom panels
Hello Tony (and whoever is reading this post), First of all, thank you and congratulation for this amazing tool, which is really handy for us little people :) I'm currently trying to make a comic-like cutscene, where a new custom panel appears on each "continue" action, without erasing the...