Search found 159 matches
- Mon Jun 02, 2025 1:04 pm
- Forum: Dialogue System for Unity
- Topic: UI Toolkit PC/NPC panel mixup ?
- Replies: 7
- Views: 2822
Re: UI Toolkit PC/NPC panel mixup ?
So I added a bit of debug output here in UIToolkitDialogueUI: Bildschirmfoto 2025-06-02 um 18.59.12.png and this is the result: Bildschirmfoto 2025-06-02 um 18.59.23.png It does mix up the panel assignments somewhere. I've double-checked again and my setup is unchanged from above. I ended up in UITo...
- Mon Jun 02, 2025 12:42 pm
- Forum: Dialogue System for Unity
- Topic: UI Toolkit PC/NPC panel mixup ?
- Replies: 7
- Views: 2822
Re: UI Toolkit PC/NPC panel mixup ?
Something is off with my setup then. I've assigned the UI document that comes with Dialogue System and I get this: Bildschirmfoto 2025-06-02 um 18.40.15.png Which doesn't look right. "You" has taken over both the PC and NPC subtitles. (there's some USS styling that gets applied, but the UI...
- Wed May 28, 2025 10:52 am
- Forum: Dialogue System for Unity
- Topic: fmod improvements
- Replies: 5
- Views: 2326
Re: fmod improvements
Yes, but it's actually the eventPath that determines which event to play. For example, this: FMODWait(DefinitelyNotAValidEvent, event:/Voices/IntroComms, Track, 1) Works absolutely fine. In fact, I can set the first parameter to whatever I want and I'll get the same sound playing. Since the first pa...
- Wed May 28, 2025 10:41 am
- Forum: Dialogue System for Unity
- Topic: UI Toolkit PC/NPC panel mixup ?
- Replies: 7
- Views: 2822
Re: UI Toolkit PC/NPC panel mixup ?
and the UXML should also be fine. As I said: I changed nothing except styling and changing it to horizontal instead of vertical:
I'll hopefully have some time for debugging in the next days. Let's see what's causing this.
I'll hopefully have some time for debugging in the next days. Let's see what's causing this.
- Wed May 28, 2025 10:39 am
- Forum: Dialogue System for Unity
- Topic: UI Toolkit PC/NPC panel mixup ?
- Replies: 7
- Views: 2822
Re: UI Toolkit PC/NPC panel mixup ?
yes, I've done that as well.
- Wed May 28, 2025 1:51 am
- Forum: Dialogue System for Unity
- Topic: UI Toolkit PC/NPC panel mixup ?
- Replies: 7
- Views: 2822
UI Toolkit PC/NPC panel mixup ?
I'm setting up Dialogue System with UITK for the first time (always used UGUI previously). It seems to me that it's using the NPC panel also for PC subtitles. I'm using the provided default setup and only added my own styling and changed it from a vertical to a horizontal layout. Here's how it's set...
- Wed May 28, 2025 1:47 am
- Forum: Dialogue System for Unity
- Topic: fmod improvements
- Replies: 5
- Views: 2326
Re: fmod improvements
Cool. I was trying to make the syntax better, but couldn't quite make it work. It seems to me that the first parameter (event) is only ever used in the callback (userData is not even available inside fmod), so IMHO it should be the last and optional parameter, but I'm new to fmod and maybe I'm missi...
- Tue May 27, 2025 8:19 am
- Forum: Dialogue System for Unity
- Topic: fmod improvements
- Replies: 5
- Views: 2326
fmod improvements
I've added parameters to the fmodwait sequencer command. Feel free to use the code or improve on it in the next update: In Start(), add/change after the event path: string paramName = GetParameter(2, ""); float paramValue = GetParameterAs<float>(3, 0); PlayDialogue(voiceData, paramName, pa...
- Mon May 26, 2025 3:35 pm
- Forum: Dialogue System for Unity
- Topic: Feature Request: UI Toolkit set visibility instead of display
- Replies: 1
- Views: 1128
Feature Request: UI Toolkit set visibility instead of display
First, thanks a ton for UI Toolkit support. Love it, and it worked pretty much out of the box. Just one thing I'd like to see in the next update: A config option to disable not active PC/NPC panel or response panel through visibility = false instead of display = Display.None - because setting displa...
- Mon Nov 11, 2024 3:29 am
- Forum: Dialogue System for Unity
- Topic: Translations import/exports in XLIFF, JSON, simple CSV or something ?
- Replies: 14
- Views: 3544
Re: Translations import/exports in XLIFF, JSON, simple CSV or something ?
I might be wrong, but: When exporting, the hash table is built while writing out the entries. Only at the end is the hash table added. So in the exported file, it is after the entries. When reading the (translated) file back, the entries are read first, at which time the hash table has not yet been ...