Hi, thank you so much for the reply. Do I need to add this method to a monobehavior and attach that to the dialogue manager?
Is there any other way for example subscribing to an action or getting some sort of a callback on my non-monobehavior classes?
Thank you
Search found 8 matches
- Tue Aug 03, 2021 10:19 am
- Forum: Dialogue System for Unity
- Topic: Event containing EventArgs at the start of each node
- Replies: 3
- Views: 331
- Tue Aug 03, 2021 2:36 am
- Forum: Dialogue System for Unity
- Topic: Event containing EventArgs at the start of each node
- Replies: 3
- Views: 331
Event containing EventArgs at the start of each node
Hi, I have setup some dialogue entries in my template and I set different values of these entries at every node. Is there a way to get a callback containing the event args (using which I can extract my values set at that node) at the start of each node? Currently I could only find OnResponseSelected...
- Mon Jun 28, 2021 2:41 am
- Forum: Dialogue System for Unity
- Topic: Show node in different UI based on condition in custom script
- Replies: 3
- Views: 506
Re: Show node in different UI based on condition in custom script
All the solutions that you proposed worked well. Thanks a lot for the great support.
- Mon Jun 21, 2021 11:54 am
- Forum: Dialogue System for Unity
- Topic: Show node in different UI based on condition in custom script
- Replies: 3
- Views: 506
Show node in different UI based on condition in custom script
https://i.ibb.co/6FCF2yf/Screenshot-2021-06-21-205349.png Hi I need some help. Kindly look into the image. As you can see at the end of every branch there is a different Feedback. I want to do 3 things: 1. Feedback should be displayed only if the "showFeedback" boolean is true in my custo...
- Tue May 18, 2021 2:39 am
- Forum: Dialogue System for Unity
- Topic: Instantiate dialogue manager and play conversations at runtime
- Replies: 3
- Views: 327
Re: Instantiate dialogue manager and play conversations at runtime
That worked, thank you so much!!
- Mon May 17, 2021 1:17 pm
- Forum: Dialogue System for Unity
- Topic: Instantiate dialogue manager and play conversations at runtime
- Replies: 3
- Views: 327
Instantiate dialogue manager and play conversations at runtime
Hi, I am trying to instantiate the dialogue manager from resources and give it a database at runtime. When I check the Dialogue Manager inspector at runtime the initial database gets set properly, however, when I try to start the conversation from database it says "Conversation not found in dat...
- Fri Apr 30, 2021 2:11 am
- Forum: Dialogue System for Unity
- Topic: Not end conversation after selecting the option with no child node
- Replies: 3
- Views: 202
Re: Not end conversation after selecting the option with no child node
Thanks for a quick response. I set the Sequence field to: WaitForMessage(Forever). But when I pressed the option (to which I set the sequence) all the options (response) disappeared and only the question was visible. What I am trying to achieve is that if I press the wrong option (option which has n...
- Thu Apr 29, 2021 1:53 pm
- Forum: Dialogue System for Unity
- Topic: Not end conversation after selecting the option with no child node
- Replies: 3
- Views: 202
Not end conversation after selecting the option with no child node
Hi. Is there a way to Not end conversation after the user presses an option that has no child node? For example: Question 1 has 4 options. I want the user to proceed to next question only if they press the first option. If they press any other options then Nothing should happen. Currently, on pressi...