Search found 4 matches
- Tue Oct 12, 2021 4:07 pm
- Forum: Dialogue System for Unity
- Topic: Calling up Quest Log screen with Playmaker
- Replies: 7
- Views: 723
Re: Calling up Quest Log screen with Playmaker
I did not phrase it clearly earlier, my apologies. I meant that when I dragged and dropped the Prefab, the Abandon Quest Confirmation Panel and Abandon Quest Title were NOT assigned in the Prefab itself. I unpacked the Prefab and assigned them correctly, but it did not fix the issue. Deactivating al...
- Fri Oct 08, 2021 4:51 pm
- Forum: Dialogue System for Unity
- Topic: Calling up Quest Log screen with Playmaker
- Replies: 7
- Views: 723
Re: Calling up Quest Log screen with Playmaker
I did use a prefab quest log window, but I completely unpacked it (in preparation of customizing it later), and as suggested, the Abandon Quest Confirmation panel and Abandon Quest Title were NOT assigned. I did assign them to the elements of the same name inside the prefab itself, And still, the sa...
- Fri Oct 08, 2021 3:26 pm
- Forum: Dialogue System for Unity
- Topic: Calling up Quest Log screen with Playmaker
- Replies: 7
- Views: 723
Re: Calling up Quest Log screen with Playmaker
Thank you very much for such a quick reply. Your suggestions work well, both assigning the .open function to the OnClick in the button and in a PlayMaker FSM with the Send Message action. But the Quest Log UI opens with the Abandon Quest Confirmation panel opened already when I do that. Any suggesti...
- Fri Oct 08, 2021 1:58 pm
- Forum: Dialogue System for Unity
- Topic: Calling up Quest Log screen with Playmaker
- Replies: 7
- Views: 723
Calling up Quest Log screen with Playmaker
Hey! First of all, I have to establish I am not a technical person, like, at all. Your Dialog System solution is perfect for someone like me, since it's mostly ready-made. I have basically no coding knowledge so I use PlayMaker to get around. I started customizing Dialog System to integrate it in my...