Search found 78 matches
- Fri May 20, 2022 7:13 pm
- Forum: Dialogue System for Unity
- Topic: Click on quest to open instead of hover
- Replies: 10
- Views: 1872
Re: Click on quest to open instead of hover
I ran into a weird bug with this - if I click the same quest twice in a row, it's blank the second time. (In between I hit a back button that turns off the description panel and reopens the list panel.) It's works fine so long as I click a different quest in between. https://blekkenhorst.ca/2021/wp-...
- Wed May 11, 2022 4:23 pm
- Forum: Dialogue System for Unity
- Topic: Proximity Selector unreliable
- Replies: 7
- Views: 885
Re: Proximity Selector unreliable
On my goodness, I'm so embarrassed. I was missing a bracket after the conditional checking the tag, so it was triggering the Debug.Log properly, but the alert was being triggered by everything, including the road the player was standing on. :oops: Don't know why it was only triggered when hitting th...
- Wed May 11, 2022 2:20 pm
- Forum: Dialogue System for Unity
- Topic: Proximity Selector unreliable
- Replies: 7
- Views: 885
Re: Proximity Selector unreliable
It's fine if it only happens when they move, as the play runs into it. The issue is the alert doesn't disappear when the player stops moving, or once the player moves away from the wall. The debug log stops, but the alert doesn't dissappear. I tried oncollisionenter earlier, it's not working because...
- Wed May 11, 2022 12:30 pm
- Forum: Dialogue System for Unity
- Topic: Proximity Selector unreliable
- Replies: 7
- Views: 885
Re: Proximity Selector unreliable
If I disable the proximity selector, I can't interact with the NPCs at all. The problem seems to have fixed itself when I removed the trigger from the player. I'm usuaing a character controller to control the player, and it seems like having a trigger collider on the player, even if it was small, wa...
- Fri May 06, 2022 7:01 pm
- Forum: Dialogue System for Unity
- Topic: Proximity Selector unreliable
- Replies: 7
- Views: 885
Proximity Selector unreliable
I've been trying to figure this out for a few days and I've hit a wall. The proximity selector to trigger NPC dialogue only sometimes works. It seems slightly more likely to trigger if I hit the input key twice. I have this in the Update loop of the ProximitySelector script: if (Input.GetKeyDown(Key...
- Wed Apr 27, 2022 2:13 pm
- Forum: Dialogue System for Unity
- Topic: Click on quest to open instead of hover
- Replies: 10
- Views: 1872
Re: Click on quest to open instead of hover
That was so easy, thank you!
- Mon Apr 25, 2022 7:05 pm
- Forum: Dialogue System for Unity
- Topic: Click on quest to open instead of hover
- Replies: 10
- Views: 1872
Click on quest to open instead of hover
We're trying to switch our quest menu so the quests are listed by title, and then clicking on the quest title will then open a new panel with the quest details. We'd use a back button to return to the list. The current template we're adapting is 'Basic Standard UI Quest Log Window', it's displaying ...
- Tue Apr 12, 2022 1:37 pm
- Forum: Dialogue System for Unity
- Topic: ArgumentException: method arguments are incompatible
- Replies: 5
- Views: 702
Re: ArgumentException: method arguments are incompatible
I've encountered another issue though, somewhat related - I am triyng to use that OnConversationEnd event, but it is calling it on the first frame of the last line of the conversation, rather than when the dialogue actually finishes - this means our dialogue camera system and character controller lo...
- Tue Apr 12, 2022 11:42 am
- Forum: Dialogue System for Unity
- Topic: ArgumentException: method arguments are incompatible
- Replies: 5
- Views: 702
Re: ArgumentException: method arguments are incompatible
You were right! There was an empty event there. Removing it fixed everything.
- Fri Apr 08, 2022 5:28 pm
- Forum: Dialogue System for Unity
- Topic: ArgumentException: method arguments are incompatible
- Replies: 5
- Views: 702
ArgumentException: method arguments are incompatible
The NPCs were set to OnUse, and the Player was set to Selector with the mouse, which doesn't make sense for our center-locked third person character. Ideally the player would get the interact message when entering a trigger on the character, and the conversation would start when the player hit the i...