Hi Tony, I'm getting some errors from dialogue system while try to build the scene
In my scripts, I have been using LuaWizardBase and seems unity cannot find its namespace while building
perhaps I need to add this namespace manually into some asmdef configuration file?
tks
Search found 111 matches
- Sat Jul 23, 2022 8:53 am
- Forum: Dialogue System for Unity
- Topic: building errors
- Replies: 1
- Views: 213
- Thu Jul 21, 2022 5:10 am
- Forum: Dialogue System for Unity
- Topic: Create variables from script
- Replies: 17
- Views: 2841
Re: Create variables from script
I'm also getting to a point to save variables by using PersistentDataManager here's my steps Using DialogueLua.SetVariable() to add variables that has generated from runtime then PlayerPrefs.SetString(slotname, PersistentDataManager.GetSaveData()); to get all variables and save it to the playerPrefs...
- Mon Jul 18, 2022 2:22 am
- Forum: Dialogue System for Unity
- Topic: Create variables from script
- Replies: 17
- Views: 2841
Re: Create variables from script
ahh, how stupid I am.. now it's working perfectly again !
- Sun Jul 17, 2022 10:34 am
- Forum: Dialogue System for Unity
- Topic: Create variables from script
- Replies: 17
- Views: 2841
Re: Create variables from script
Hi Tony, sorry I have to re-open this thread again, as I'm facing another variable issue with the database. So continue from the previous discussion, as I'm using DialogueLua.SetVariable() to add/update variables in readonly master database, it's been working. Until today that I'm adding a script in...
- Wed Apr 20, 2022 10:59 am
- Forum: Dialogue System for Unity
- Topic: StandardUIResponseButton with textmeshpro
- Replies: 3
- Views: 577
Re: StandardUIResponseButton with textmeshpro
got it, forgot to enable the textmeshpro from the tools menu, tks
- Wed Apr 20, 2022 9:50 am
- Forum: Dialogue System for Unity
- Topic: StandardUIResponseButton with textmeshpro
- Replies: 3
- Views: 577
StandardUIResponseButton with textmeshpro
Hi Tony, In your template, a StandardUIResponseButton uses Unity Button/Text UI to display text, it working perfectly However, if I remove the text UI component and replaced with text mesh pro component, keep the same "text" name under the button, the menu formattedText.text is not showing...
- Fri Apr 15, 2022 5:40 am
- Forum: Dialogue System for Unity
- Topic: simstatus condition in script setting
- Replies: 6
- Views: 1047
Re: simstatus condition in script setting
Hi Tony
I added Dialog[thisID].SimStatus =="Untouched" in the condition field, but I'm getting following error, any idea?
Dialog[thisID].SimStatus =="Untouched" threw exception 'Lookup of field '4' in the table element failed because the table element itself isn't in the table.'
I added Dialog[thisID].SimStatus =="Untouched" in the condition field, but I'm getting following error, any idea?
Dialog[thisID].SimStatus =="Untouched" threw exception 'Lookup of field '4' in the table element failed because the table element itself isn't in the table.'
- Wed Apr 06, 2022 1:46 am
- Forum: Dialogue System for Unity
- Topic: simstatus condition in script setting
- Replies: 6
- Views: 1047
Re: simstatus condition in script setting
all works well, yes I did move the default editor resource folder :( one inrelevant question, I'm working on a game that supports multiple language, to be more speicific, it supports both English and Chinese, I have notice that in dialogue editor, for each dialogue entry, if I input unicode (Chinese...
- Tue Apr 05, 2022 7:28 am
- Forum: Dialogue System for Unity
- Topic: simstatus condition in script setting
- Replies: 6
- Views: 1047
Re: simstatus condition in script setting
also, is there any way to display some extra icons to indicate the current dialogue entry node has scripts/conditions or custom fields?
- Tue Apr 05, 2022 5:30 am
- Forum: Dialogue System for Unity
- Topic: simstatus condition in script setting
- Replies: 6
- Views: 1047
simstatus condition in script setting
Hi Tony, In each dialogue entry, I'm using the script area to set variables, something like Variable["relationship"] += 1; My issue is that I don't want this dialogue entry to += 1 everytime, instead, it should +=1 only once. My idea is to use simstatus to conditioning the scritp, what is ...