Search found 10 matches

by datchcole
Sun Aug 11, 2024 8:43 pm
Forum: Dialogue System for Unity
Topic: How to select based on GmaeObject's location instead of camera?
Replies: 1
Views: 293

How to select based on GmaeObject's location instead of camera?

*GameObject's Hello! I wanted to have my selector be based on an empty game object trigger collider I have placed in front of my character but I can't seem to get it to stop being based on my camera object? Not sure the proper way to set this up as I normally always make first person games and I did...
by datchcole
Sat Oct 30, 2021 12:52 am
Forum: Dialogue System for Unity
Topic: Simple way to disable all audio in the Dialogue System?
Replies: 5
Views: 382

Re: Simple way to disable all audio in the Dialogue System?

Hello, sorry I'm still missing something here. How do I specifically make it only skip the sequence commands? I can create and set the variable, but how do I set the condition that mute has to be true without skipping the dialogue entry as well? Like where would I set that? Somehow within the 'Seque...
by datchcole
Fri Oct 29, 2021 5:39 pm
Forum: Dialogue System for Unity
Topic: Simple way to disable all audio in the Dialogue System?
Replies: 5
Views: 382

Re: Simple way to disable all audio in the Dialogue System?

Ah that makes sense. Thank you. I am using the sequences only for voice acting audio. I know how to use variables to control the dialogue tree, but how do I do a sort of: if(mute==true){ //don't run AudioWait(); } I still want it to go through the dialogue conversation, just text only. I can set the...
by datchcole
Fri Oct 29, 2021 2:31 am
Forum: Dialogue System for Unity
Topic: Simple way to disable all audio in the Dialogue System?
Replies: 5
Views: 382

Simple way to disable all audio in the Dialogue System?

I want to give the player the option to disable the voice acting audio if they wanted in my options menu. I was wondering if there was a simple way to do so? Thanks for any info.
by datchcole
Thu Aug 12, 2021 1:15 am
Forum: Dialogue System for Unity
Topic: Saving variable state with Easy Save?
Replies: 1
Views: 292

Saving variable state with Easy Save?

Hello! I saw in the manual that there is integration between Easy Save and the Dialogue System. I want to be able to save the variable boolean values of the Dialogue system to load later. I saw these: using PixelCrushers; //////save string s = SaveSystem.Serialize(SaveSystem.RecordSavedGameData()); ...
by datchcole
Mon Jul 05, 2021 6:04 pm
Forum: Dialogue System for Unity
Topic: How to start conversation automatically on trigger enter?
Replies: 4
Views: 383

Re: How to start conversation automatically on trigger enter?

Oh! If you see this, is there a shortcut to disabling the portrait panel on specific conversations or actors? I can disable it in a script, but wanted to see if there was a built-in way first.
by datchcole
Mon Jul 05, 2021 6:02 pm
Forum: Dialogue System for Unity
Topic: How to start conversation automatically on trigger enter?
Replies: 4
Views: 383

Re: How to start conversation automatically on trigger enter?

Oops this was actually my fault on my end. I had previously had my player tagged as lowercase 'player' and the dialogue system trigger component autofilled the accepted tag as 'Player'. My bad, but thank you for your reply!
by datchcole
Mon Jul 05, 2021 4:29 am
Forum: Dialogue System for Unity
Topic: How to start conversation automatically on trigger enter?
Replies: 4
Views: 383

How to start conversation automatically on trigger enter?

Hello. I have a conversation set to start on entering a trigger, and it does display the prompt to accept input to start the conversation, but I want the conversation to start automatically upon trigger enter without any user input, and I don't want it to display the input prompt. How do I do this f...
by datchcole
Tue Jun 15, 2021 2:08 am
Forum: Dialogue System for Unity
Topic: Check if Specific Conversation or Actor is Active in Script?
Replies: 3
Views: 369

Check if Specific Conversation or Actor is Active in Script?

I know I can use dialogueManager.IsConversationActive to check if any conversation is active, but is there a way to check if either a specific conversation or if not, if a specific actor is active in a script? Thank you for any help.