Search found 10 matches
- 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...
- 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...
- 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...
- 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.
- 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()); ...
- 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.
- 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!
- 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...
- Tue Jun 15, 2021 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Check if Specific Conversation or Actor is Active in Script?
- Replies: 3
- Views: 369
Re: Check if Specific Conversation or Actor is Active in Script?
Awesome thank you.
- 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.