Sounds Great!
My issue is solved, thanks again for this plugin!
Search found 11 matches
- Sat Jun 25, 2022 1:01 pm
- Forum: Dialogue System for Unity
- Topic: Main Conversation Panel State is wrong (stays opening/closing)
- Replies: 10
- Views: 1070
- Sat Jun 25, 2022 10:35 am
- Forum: Dialogue System for Unity
- Topic: Main Conversation Panel State is wrong (stays opening/closing)
- Replies: 10
- Views: 1070
Re: Main Conversation Panel State is wrong (stays opening/closing)
I fixed the issue by creating a new animation layer in my custom animator and making sure the default layer constains the states from the example. I had to remove the "Hide" animation trigger because it would hide the panel between every subtitles. Will have to investigate this, but at lea...
- Sat Jun 25, 2022 10:22 am
- Forum: Dialogue System for Unity
- Topic: Main Conversation Panel State is wrong (stays opening/closing)
- Replies: 10
- Views: 1070
Re: Main Conversation Panel State is wrong (stays opening/closing)
Indeed, it is closer to 10 seconds. Removing the animator fixes the issue, so I will go read up again on the animation in the documentation. I'm pretty sure the issue is coming from my custom Animator that is not communicating properly to the panel that it's completed! Will update with the specific ...
- Sat Jun 25, 2022 9:25 am
- Forum: Dialogue System for Unity
- Topic: Main Conversation Panel State is wrong (stays opening/closing)
- Replies: 10
- Views: 1070
Re: Main Conversation Panel State is wrong (stays opening/closing)
Hi Tony, Really appreciates the quick support! Your solution does work if I put my Dialogue UI Prefab in the UI fcield of OVerride Dialogue UI. However, it's because it now instantiate a second GameDialogue UI when a conversation happens, then destroys it at the end. DialogueSystem_03.png However, I...
- Fri Jun 24, 2022 6:34 pm
- Forum: Dialogue System for Unity
- Topic: Main Conversation Panel State is wrong (stays opening/closing)
- Replies: 10
- Views: 1070
Main Conversation Panel State is wrong (stays opening/closing)
Hi! I've read forum posts on this and the documentation, but I'm having issues even with the Bubble Subtitle Test Scene. Basically, I have a main subtitle Panel that is linked as the Dialogue UI in the Dialogue System Controller. It is used for most full screen conversations between named actors. Ho...
- Fri Feb 18, 2022 11:39 am
- Forum: Dialogue System for Unity
- Topic: Dialogue does not wait for Custom Typewriter
- Replies: 2
- Views: 509
Re: Dialogue does not wait for Custom Typewriter
Thanks, I must have missed it in the documentation!
For anyone having a similar issue, the solution was to change the default sequence in the Dialogue Manager from
For anyone having a similar issue, the solution was to change the default sequence in the Dialogue Manager from
toDelay({{end}})
Continue()@Message(Typed)
- Thu Feb 17, 2022 2:16 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue does not wait for Custom Typewriter
- Replies: 2
- Views: 509
Dialogue does not wait for Custom Typewriter
I've created a custom typewriter that inherit from the Abstract typewriter. However, I'm having issues because the dialogue system only waits for the "MinSubtitleSeconds" value before skipping to the next bubble, no matter if typewriter has finished displaying. The Stop does is not sent (i...
- Wed Jun 23, 2021 7:25 pm
- Forum: Dialogue System for Unity
- Topic: Force NPC Choices to Player for a specific node
- Replies: 3
- Views: 315
Re: Force NPC Choices to Player for a specific node
Sounds good. I'll go with the second actor solution ! It's not a big hassle, but It generates more actor data than needed. I think i'd be interesting to have a sequencer command that would force a player choice in valid child nodes. Or, alternatively, a boolean on nodes to tell them they're valid fo...
- Wed Jun 23, 2021 2:57 pm
- Forum: Dialogue System for Unity
- Topic: Force NPC Choices to Player for a specific node
- Replies: 3
- Views: 315
Force NPC Choices to Player for a specific node
Hello, Let's say in a specific moment in the game, I want the player to choose for an actor named NPC. I'd like to force a choice for a specific node that has multiple branches. Unfortunately, since the actor is an npc, it gets chosen automatically ! I see a workaround by creating a custom Actor tha...
- Tue May 18, 2021 9:49 pm
- Forum: Dialogue System for Unity
- Topic: i2loc integration : How to export localized strings from Dialogue System to I2Languages asset
- Replies: 3
- Views: 686
Re: i2loc integration : How to export localized strings from Dialogue System to I2Languages asset
Ahhh I see ! It makes sense but it's not clear that it's one way since the UI Suggest both to and from. It's its not too much work, it would be useful to have an option for it in case the format of the fields change or to simplify translation in multiple batches. Thanks for the quick answer, I'll se...