Search found 26 matches
- Thu Oct 06, 2022 10:52 am
- Forum: Dialogue System for Unity
- Topic: Two types of "Use"
- Replies: 1
- Views: 169
Two types of "Use"
Hi Tony, hope you are doing well. What would be the best way to implement this kind of feature: By tapping "F", something happens, By pressing and holding "F", something else happens. Ideally I would want to visualize both options for the player (for example Door "F to Open,...
- Sat Sep 24, 2022 3:00 am
- Forum: Dialogue System for Unity
- Topic: Check arbitrary NPC conditions
- Replies: 5
- Views: 297
- Fri Sep 23, 2022 1:45 pm
- Forum: Dialogue System for Unity
- Topic: Check arbitrary NPC conditions
- Replies: 5
- Views: 297
Re: Check arbitrary NPC conditions
Hi and thanks for your reply. Is there any other way to check the state besides the GetNPCState(string NpcName)? I believe I would have to pass some kind of argument to specify the NPC I am interested in. Or is there way to just call GetNPCState that would always target the current NPC I am talking ...
- Fri Sep 23, 2022 8:46 am
- Forum: Dialogue System for Unity
- Topic: Check arbitrary NPC conditions
- Replies: 5
- Views: 297
Check arbitrary NPC conditions
Hi Tony, hope you are doing well! I am currently working on my generic NPCs. That is, NPCs that hold no big purpose in the game besides making the world feel alive. My NPCs patrol around and can have different states (crying, dancing, talking etc.). Is there a simple way to simply check for the NPC ...
- Sun Jul 17, 2022 8:09 am
- Forum: Dialogue System for Unity
- Topic: Tips for dynamic UI panels
- Replies: 3
- Views: 258
Re: Tips for dynamic UI panels
I tested this out and seems to solve the issue perfectly! You are a legend! Initially, the bubble panel was empty, but I forgot to call the base SetContent() from my custom class. So the complete class: using System.Collections; using System.Collections.Generic; using UnityEngine; using PixelCrusher...
- Sat Jul 16, 2022 2:51 am
- Forum: Dialogue System for Unity
- Topic: Tips for dynamic UI panels
- Replies: 3
- Views: 258
Tips for dynamic UI panels
Hi Tony, hope you are doing great! I have some doubts about how to implement my dialogues for my needs. What I am looking for: Screen-Space Bubble panel that follows an actor is the default UI. When the actor whispers/shouts/thinks, change the panel image accordingly. During cutscenes, the ability t...
- Fri Jun 10, 2022 3:51 pm
- Forum: Dialogue System for Unity
- Topic: Wait for NavMeshAgent to move to position
- Replies: 12
- Views: 2113
Re: Wait for NavMeshAgent to move to position
Tony, you are a hero!
Glad I did a bit of a dive into the custom sequencer commands. It's seemingly possible to do pretty much anything with them!
Glad I did a bit of a dive into the custom sequencer commands. It's seemingly possible to do pretty much anything with them!
- Fri Jun 10, 2022 10:29 am
- Forum: Dialogue System for Unity
- Topic: Wait for NavMeshAgent to move to position
- Replies: 12
- Views: 2113
Re: Wait for NavMeshAgent to move to position
The issue seems to be Continue Button. Right now, on my main project, I have continue button set as "Always". By default this option is "Never". I cannot change it back to "Never", as it seemingly breaks typewriter and my "press F key to continue dialogue" inv...
- Fri Jun 10, 2022 9:27 am
- Forum: Dialogue System for Unity
- Topic: Wait for NavMeshAgent to move to position
- Replies: 12
- Views: 2113
Re: Wait for NavMeshAgent to move to position
Interestingly, I could not reproduce the problem on a fresh project (The dialogue continued as intended). I also noticed I was running rather old version of Dialogue System.
I will try to update the main project Dialogue System and see if that fixes the problem.
I will try to update the main project Dialogue System and see if that fixes the problem.
- Fri Jun 10, 2022 9:09 am
- Forum: Dialogue System for Unity
- Topic: Wait for NavMeshAgent to move to position
- Replies: 12
- Views: 2113
Re: Wait for NavMeshAgent to move to position
Pressing Escape (or in this case down arrow since I remapped it) continues the dialogue.
I'll see if I can reproduce the problem in a more sendable project.
I'll see if I can reproduce the problem in a more sendable project.