Search found 83 matches
- Tue Nov 19, 2024 1:36 am
- Forum: Dialogue System for Unity
- Topic: Typewriter effect when using Timeline
- Replies: 3
- Views: 121
Re: Typewriter effect when using Timeline
Turning off Play On Awake fixed it! I updated to the latest version anyway (27->29.) Thanks for your help!
- Mon Nov 18, 2024 7:01 pm
- Forum: Dialogue System for Unity
- Topic: Typewriter effect when using Timeline
- Replies: 3
- Views: 121
Typewriter effect when using Timeline
I'm using Timeline to run my conversation. I'm using continue tracks for each not continuously, and then using the <<seq Timeline(speed, Conversation, 0); required Timeline(speed, Conversation, 1)@Message(ClosedSubtitle);>> To pause the timeline until the player hits the continue button. The TextMes...
- Fri Aug 23, 2024 3:50 pm
- Forum: Dialogue System for Unity
- Topic: Check if Response Menu is active through code
- Replies: 5
- Views: 556
Re: Check if Response Menu is active through code
Thank you, i'd missed the response panel is default! An issue I discovered is that I was trying to check that variable in OnConversationLine(Subtitle subtitle), it didn't work until I checked it in an update loop. It must become true after that function is called. I've got it checking in the Update ...
- Fri Aug 23, 2024 12:31 pm
- Forum: Dialogue System for Unity
- Topic: Check if Response Menu is active through code
- Replies: 5
- Views: 556
Re: Check if Response Menu is active through code
Not quite what I'm looking for, I don't need to call them, I just want to check if they're already happening in the conversation. I have a script that runs different animations, and one of the animations I want to run is when the conversation hits a response node. I wrote something checking the Resp...
- Thu Aug 22, 2024 7:14 pm
- Forum: Dialogue System for Unity
- Topic: Check if Response Menu is active through code
- Replies: 5
- Views: 556
Check if Response Menu is active through code
Is there a way to check whether the current dialogue panel showing is the response menu? I want an animation to trigger when it opens and another to trigger when it closes. Thanks!
- Fri Jan 12, 2024 6:43 pm
- Forum: Dialogue System for Unity
- Topic: Text Animator issue
- Replies: 5
- Views: 82224
Re: Text Animator issue
That worked for most of them, this is the only one left: Assets\Plugins\Pixel Crushers\Dialogue System\Third Party Support\Text Animator Support\Editor\TextAnimatorSubtitlePanelEditor.cs(10,52): error CS0246: The type or namespace name 'StandardUISubtitlePanelEditor' could not be found (are you miss...
- Fri Jan 12, 2024 3:13 pm
- Forum: Dialogue System for Unity
- Topic: Text Animator issue
- Replies: 5
- Views: 82224
Re: Text Animator issue
Yes - I even deleted it and reimported it to make sure it's the newest one.
- Thu Jan 11, 2024 6:09 pm
- Forum: Dialogue System for Unity
- Topic: Text Animator issue
- Replies: 5
- Views: 82224
Text Animator issue
Hi Tony! Returning to a project after a long break and updating plug ins. I'm trying to get Text Animator 2.1.0 running with Dialogue System 2.2.42. Text Animator worked on its own fine, but I tried to install the third party support unitypackage so I could hook up the continue button, and now I'm g...
- Tue Aug 29, 2023 8:12 pm
- Forum: Dialogue System for Unity
- Topic: Quest UI selected object issue
- Replies: 1
- Views: 579
Quest UI selected object issue
I am trying to program controller support for a menu. I have it set up so that selecting a quest from the Quest Selection Panel turns off that panel and enables the Main Content Panel. Then there is a back button to return to the previous menu. I'm having the following issues: 1. When the Quest has ...
- Sun Jul 16, 2023 8:39 pm
- Forum: Dialogue System for Unity
- Topic: issue with AdventureCreatorBridge EnforceCursor .MoveNext
- Replies: 2
- Views: 894
Re: issue with AdventureCreatorBridge EnforceCursor .MoveNext
Yeah, it's come up again and it does freeze the game. I've put a null check in there for know, I'll let you know if it surfaces again.