Search found 110 matches

by joeylu
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...
by joeylu
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...
by joeylu
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 :)
by joeylu
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...
by joeylu
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...
by joeylu
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
by joeylu
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...
by joeylu
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...
by joeylu
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...