My project contains lots of assets and is quite big. Is it okay if I still send it over? I tried to re-create the same scenario in an empty scene, and it now works fine. But the actual scene where it breaks is the one where I don't know what's causing it.
Should I just package the scene and send it?
Search found 8 matches
- Sat May 01, 2021 8:21 pm
- Forum: Dialogue System for Unity
- Topic: Issue with navigation using Doozy UI
- Replies: 3
- Views: 718
- Fri Apr 30, 2021 10:28 pm
- Forum: Dialogue System for Unity
- Topic: Issue with navigation using Doozy UI
- Replies: 3
- Views: 718
Issue with navigation using Doozy UI
Hello there, I've been struggling with an issue and I don't know how to fix it at all. Let me explain briefly, I have a pause menu that is controlled by Doozy UI, and it opens normally using Esc. I open it and navigation begins from the first button and I can navigate using my arrow keys or the WASD...
- Sun Mar 28, 2021 5:11 pm
- Forum: Dialogue System for Unity
- Topic: How to check for another script variable?
- Replies: 3
- Views: 433
Re: How to check for another script variable?
Thank you! This is helpful
- Sun Mar 28, 2021 3:12 pm
- Forum: Dialogue System for Unity
- Topic: How to check for another script variable?
- Replies: 3
- Views: 433
How to check for another script variable?
Hi there! I'm loving this tool, but I want a way to be able to use conditions from the scene rather than just the Lua variables. I tried placing gameobjects that kept updating a lua variable whenever something was true, but that is very complicated. Is there a way to directly check a variable from a...
- Sun Mar 07, 2021 4:34 pm
- Forum: Dialogue System for Unity
- Topic: How do I make the "Continue" button complete dialogue first?
- Replies: 9
- Views: 1267
Re: How do I make the "Continue" button complete dialogue first?
Yes! It works wonderfully now!
Although I did botch things up when I didn't notice that I had to reference the typewriter effect. But I did, and it works.
Thank you <3
Although I did botch things up when I didn't notice that I had to reference the typewriter effect. But I did, and it works.
Thank you <3
- Sat Mar 06, 2021 6:03 pm
- Forum: Dialogue System for Unity
- Topic: How do I make the "Continue" button complete dialogue first?
- Replies: 9
- Views: 1267
How do I make the "Continue" button complete dialogue first?
Hello there! First of all, I love this engine. It is so awesome and it makes me able to tell so many cool stories! So thank you for that first :D Now to my question: I am using the continue function in the dialogue system, and have linked it to a game object which contains the button and a few UIKey...
- Sat Dec 05, 2020 1:14 pm
- Forum: Dialogue System for Unity
- Topic: How do I save the dialog's variables using EasySave3?
- Replies: 3
- Views: 595
Re: How do I save the dialog's variables using EasySave3?
I fixed it! I just modified my code to make it like this, hope it helps anyone! /////This is the script which calls saving after dialog and loads at start of scene string DialogStore; private void Start() { if (ES3.KeyExists("DialogData", "DialogData.neon")) { DialogStore = ES3.L...
- Sat Dec 05, 2020 12:47 pm
- Forum: Dialogue System for Unity
- Topic: How do I save the dialog's variables using EasySave3?
- Replies: 3
- Views: 595
How do I save the dialog's variables using EasySave3?
I'm using Dialog System to integrate simple conversations and using variables to decide what NPCs say. However, I want to save those variables (booleans and strings, etc...) of the conversations using EasySave3. I've tried so far to do so using this set up: https://i.imgur.com/xHq8DjH.png And I also...