Search found 9 matches
- Mon May 13, 2024 12:22 pm
- Forum: Dialogue System for Unity
- Topic: Trouble using ConversationPopup Attribute
- Replies: 1
- Views: 131
Trouble using ConversationPopup Attribute
Hi. I'm having a little trouble. I have this field in my custom class: [ConversationPopup(false, true)] public string conversation = string.Empty; When I look at it in editor, if I've already looked at an object with a Dialogue System Trigger, then it behaves as expected, I get a little dropdown men...
- Thu Feb 17, 2022 3:05 pm
- Forum: Dialogue System for Unity
- Topic: Is there any way to use the "Title" field as the display for the "Links To" list instead of Menu Text?
- Replies: 2
- Views: 260
- Wed Feb 16, 2022 4:29 pm
- Forum: Dialogue System for Unity
- Topic: Is there any way to use the "Title" field as the display for the "Links To" list instead of Menu Text?
- Replies: 2
- Views: 260
Is there any way to use the "Title" field as the display for the "Links To" list instead of Menu Text?
I want to use a specific emphasis to show when a dialogue option has previously been used. After a lot of poking and prodding I've found that this will work: [lua(return Dialog[thisID].SimStatus == "WasDisplayed" and "[em5]Sorry![/em5]" or "Sorry!";)] (if there's a bett...
- Mon Oct 11, 2021 6:21 pm
- Forum: Dialogue System for Unity
- Topic: Can't use controller input for Continue Button when Scrollbar Active
- Replies: 3
- Views: 366
Re: Can't use controller input for Continue Button when Scrollbar Active
Thanks! That enables the continue button and the typical behaviour. However, I now can't control the scrollbar with the controller when it appears. Is there a straight forward way to scroll and confirm at the same time? If there's no easy answer I'm fine leaving it as is- I'm not intending for a ton...
- Mon Oct 11, 2021 2:50 pm
- Forum: Dialogue System for Unity
- Topic: Can't use controller input for Continue Button when Scrollbar Active
- Replies: 3
- Views: 366
Can't use controller input for Continue Button when Scrollbar Active
Hi, I'm trying to put a scroll rect on the Subtitle Panel in the JRPG Template Standard Dialogue UI. I've more or less gotten there, but there's one issue. Whenever the scrollbar is visible I can't use the confirm button on controller to continue. I can controll the scrollbar with analogue stick, bu...
- Tue Aug 17, 2021 12:50 pm
- Forum: Dialogue System for Unity
- Topic: Can't use New Input System input after mousing over screen
- Replies: 3
- Views: 481
Re: Can't use New Input System input after mousing over screen
Thank you so much, that was it!
- Mon Aug 16, 2021 2:01 pm
- Forum: Dialogue System for Unity
- Topic: Can't use New Input System input after mousing over screen
- Replies: 3
- Views: 481
Can't use New Input System input after mousing over screen
Hi. I'm a bit new to this. I'm using the New Input System with Unity, and the Dialogue System. If I am running my game, normally, I have no trouble navigating options or continuing using the keyboard or the controller with my New Input System setup, but if I happen to mouse over the screen at any po...
- Wed Mar 10, 2021 6:14 pm
- Forum: Dialogue System for Unity
- Topic: How to configure Input for controlling dialogue selection using the New Input System
- Replies: 3
- Views: 318
Re: How to configure Input for controlling dialogue selection using the New Input System
Thank you, that was what I was missing. I let out a little shout of joy when it finally worked!
- Tue Mar 09, 2021 5:58 pm
- Forum: Dialogue System for Unity
- Topic: How to configure Input for controlling dialogue selection using the New Input System
- Replies: 3
- Views: 318
How to configure Input for controlling dialogue selection using the New Input System
Hi, I'm having trouble getting my head around how to use the New Input System to let the player control dialogue- i.e selecting dialogue options from a list. Initiating dialogue is fine, but I'm just totally lost once I get into the dialogue. I've followed these steps: Followed the Quick Start Guide...