Hello!
The problem I'm facing is we need the dialogue time to be set to gameplay for this project. I've implemented a skip for cutscenes which is functional, but I would prefer that dialogue freeze before we fade out. If I attempt to change the dialogue time in code, it freezes the entire game even ...
Search found 7 matches
- Tue Jun 15, 2021 8:16 am
- Forum: Dialogue System for Unity
- Topic: Pausing a conversation
- Replies: 3
- Views: 1620
- Mon Jun 14, 2021 9:36 pm
- Forum: Dialogue System for Unity
- Topic: Pausing a conversation
- Replies: 3
- Views: 1620
Pausing a conversation
Hello!
I'm having issues pausing dialogue sequences. If I use DialogueManagerInstance.Instance.Pause, it freezes the timescale as well. Is there a way to pause dialogue without affecting timescale? I thought it might have to do with my dialogue time mode being Gameplay but when I set it to Realtime ...
I'm having issues pausing dialogue sequences. If I use DialogueManagerInstance.Instance.Pause, it freezes the timescale as well. Is there a way to pause dialogue without affecting timescale? I thought it might have to do with my dialogue time mode being Gameplay but when I set it to Realtime ...
- Tue Mar 09, 2021 6:03 pm
- Forum: Dialogue System for Unity
- Topic: Sync Animation to Subtitle printing instead of dialogue end
- Replies: 5
- Views: 777
Re: Sync Animation to Subtitle printing instead of dialogue end
Finally got the chance to test this out and it's working great for my purposes, thanks for the help!
- Fri Feb 26, 2021 4:15 pm
- Forum: Dialogue System for Unity
- Topic: Sync Animation to Subtitle printing instead of dialogue end
- Replies: 5
- Views: 777
Re: Sync Animation to Subtitle printing instead of dialogue end
Thank you for the response!
This is half of what I'm looking for. Now, dialogue stops when it's done printing. However, I would also like for the talking animation to stop playing if a pause in dialogue (\.) occurs. Right now, I have a node that begins with a pause, and the talk animation plays ...
This is half of what I'm looking for. Now, dialogue stops when it's done printing. However, I would also like for the talking animation to stop playing if a pause in dialogue (\.) occurs. Right now, I have a node that begins with a pause, and the talk animation plays ...
- Fri Feb 26, 2021 9:38 am
- Forum: Dialogue System for Unity
- Topic: Sync Animation to Subtitle printing instead of dialogue end
- Replies: 5
- Views: 777
Sync Animation to Subtitle printing instead of dialogue end
Hello, I've been syncing character talk animations up in the sequence controls, but I've noticed there are some situations where the dialogue doesn't sync to the animation. This is because my current setup uses the end of the sequence to swap the player's animation. If the continue mode is false ...
- Mon Sep 07, 2020 4:23 pm
- Forum: Dialogue System for Unity
- Topic: Issues with Relationship and Status saving
- Replies: 3
- Views: 530
Re: Issues with Relationship and Status saving
Hi,
Is it possible that you're specifying an invalid actor for a relationship function? They should look similar to:
SetRelationship(Actor["Private_Hart"], Actor["Enemy"], -50)
or
GetRelationship(Actor["Private_Hart"], Actor["Enemy"]) > 0
Note that although the actor is named "Private ...
- Mon Sep 07, 2020 12:29 pm
- Forum: Dialogue System for Unity
- Topic: Issues with Relationship and Status saving
- Replies: 3
- Views: 530
Issues with Relationship and Status saving
Hello!
I've just started integrating the Dialogue System into a project, and while it is a great asset, I'm having an issue with saving and loading, specifically with Relationships and Statuses. Everything else appears to be saving properly.
This issue would occur with both PlayerPrefs and disc ...
I've just started integrating the Dialogue System into a project, and while it is a great asset, I'm having an issue with saving and loading, specifically with Relationships and Statuses. Everything else appears to be saving properly.
This issue would occur with both PlayerPrefs and disc ...