Search found 110 matches
- Mon Jan 08, 2024 9:34 pm
- Forum: Dialogue System for Unity
- Topic: Question about same actor in multiple database
- Replies: 7
- Views: 113529
Re: Question about same actor in multiple database
Tks for the reply, use a global database to handle actors and use SyncNow button to sync to extra database, this is exact what I need to do :) One follow up question, in my game, I have over 100 hundreds actors, it is fine if I separate them to different databases, however, if using global actor dat...
- Mon Jan 08, 2024 10:03 am
- Forum: Dialogue System for Unity
- Topic: Question about same actor in multiple database
- Replies: 7
- Views: 113529
Question about same actor in multiple database
Hi Tony, My game is an visual story type, and it contains different worlds, timelines, currently, I'm using different dialogue database to handle each world and timeline, such as a group. Actors that might be appeared in multiple world (database), by now I just copy the character settings from one d...
- Sun Dec 10, 2023 12:09 am
- Forum: Dialogue System for Unity
- Topic: custom AudioWait()
- Replies: 9
- Views: 21890
Re: custom AudioWait()
Thank you Tony, that solves my problem ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Dec 09, 2023 11:30 pm
- Forum: Dialogue System for Unity
- Topic: SetDialoguePanel(false) cause TypewriterEffect null reference
- Replies: 5
- Views: 15677
Re: SetDialoguePanel(false) cause TypewriterEffect null reference
error is gone, thank you Tony
- Sat Dec 09, 2023 10:39 pm
- Forum: Dialogue System for Unity
- Topic: custom AudioWait()
- Replies: 9
- Views: 21890
Re: custom AudioWait()
Hi Tony, SequencerCommand works like a charm :) But I still need your advice. Say if I need to get the current actor, and current subtitle text in SequencerCommand, I can pass the actor name as the parameter, or pass the dialogue entry id as the parameter, then lookup the entry in DialogueManager. S...
- Sat Dec 09, 2023 9:57 pm
- Forum: Dialogue System for Unity
- Topic: SetDialoguePanel(false) cause TypewriterEffect null reference
- Replies: 5
- Views: 15677
Re: SetDialoguePanel(false) cause TypewriterEffect null reference
Still getting null exception error, this time is on line 259 NullReferenceException: Object reference not set to an instance of an object PixelCrushers.DialogueSystem.TextMeshProTypewriterEffect+<Play>d__40.MoveNext () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Utility/TextMeshProT...
- Sat Dec 09, 2023 12:37 pm
- Forum: Dialogue System for Unity
- Topic: custom AudioWait()
- Replies: 9
- Views: 21890
Re: custom AudioWait()
got it, will give it a try, thank you Tony
- Sat Dec 09, 2023 12:19 pm
- Forum: Dialogue System for Unity
- Topic: SetDialoguePanel(false) cause TypewriterEffect null reference
- Replies: 5
- Views: 15677
SetDialoguePanel(false) cause TypewriterEffect null reference
Hi Tony, Got another issue, Say I have a set of dialogue entries, I put SetDialoguePanel(false) at the first node sequence, it will cause the next node get the null reference error NullReferenceException: Object reference not set to an instance of an object PixelCrushers.DialogueSystem.TextMeshProTy...
- Sat Dec 09, 2023 11:56 am
- Forum: Dialogue System for Unity
- Topic: custom AudioWait()
- Replies: 9
- Views: 21890
Re: custom AudioWait()
Tks for the quick reply Writing custom sequence or custom LUA is not a problem, that's exactly what I'm working on However, I might missed something from the template, seems I still cannot find an answer for my #2 question 2. If the player does not click continue button to advance, the audio file sh...
- Sat Dec 09, 2023 10:07 am
- Forum: Dialogue System for Unity
- Topic: custom AudioWait()
- Replies: 9
- Views: 21890
custom AudioWait()
Hi Tony, My project uses an audio middleware and has a lot of extended logics for playing audio, by checking the dialogue sequence command, I have found the AudioWait() requires direct access to the audio clip file. So my first question is that if I need the AudioWait() to access a custom scriptable...