Tony, you are insane! Thank you, it solved my problem!
A last question about this topic though: Do I need to have a Persistent Position Data component to my Player's gameobject if I have a Position Saver component? Then, what gameobjects should have it too?
Search found 22 matches
- Sat Feb 12, 2022 11:16 am
- Forum: Dialogue System for Unity
- Topic: Tip: Managing Spawnpoints
- Replies: 6
- Views: 3154
- Sat Feb 12, 2022 10:37 am
- Forum: Dialogue System for Unity
- Topic: Tip: Managing Spawnpoints
- Replies: 6
- Views: 3154
Re: Tip: Managing Spawnpoints
Hello, I have been trying to implement this solution like this: - Player plays the first scene - Is sent to a "cinematic" scene containing an empty gameobject having a Dialogue System Trigger that triggers this sequence: required LoadLevel(City, SpawnPointFromOpener)@90; (90 being the time...
- Sat Feb 12, 2022 10:25 am
- Forum: Quest Machine
- Topic: Dialogue System Quest Complete issue
- Replies: 9
- Views: 3551
Re: Dialogue System Quest Complete issue
Alright, so I am definitely missing something because: - If I don't keep the "don't destroy" component to my character, when it arrives in a new scene, the character has an empty journal, with no picture, no quest, nothing. - If I have a gameobject for my character in every scene, then the...
- Sat Feb 12, 2022 9:27 am
- Forum: Dialogue System for Unity
- Topic: LoadLevel and Sequences
- Replies: 10
- Views: 4670
Re: LoadLevel and Sequences
Thank you Tony.
- Sat Feb 12, 2022 9:27 am
- Forum: Quest Machine
- Topic: Dialogue System Quest Complete issue
- Replies: 9
- Views: 3551
Re: Dialogue System Quest Complete issue
Oh ok, so the right way to go is to actually have ONE gameobject of my character that will be kept along the whole game by not destroying it!
I did not know that, thank you.
I did not know that, thank you.
- Sat Feb 12, 2022 8:10 am
- Forum: Quest Machine
- Topic: Dialogue System Quest Complete issue
- Replies: 9
- Views: 3551
Re: Dialogue System Quest Complete issue
Hello, I am bumping this topic because it is related to my problem: when I load a new scene, even if I have a "don't destroy" component to my Dialogue System and my Quest Machine objects, my player character prefab loses its connection to the Journal UI. In its "UI Settings > Quest Jo...
- Sat Feb 12, 2022 2:41 am
- Forum: Dialogue System for Unity
- Topic: LoadLevel and Sequences
- Replies: 10
- Views: 4670
Re: LoadLevel and Sequences
Thank you SO MUCH Tony, this is perfect! Almost perfect, ahaha, is there a way to fade out the audio from the first scene as well during the fade to white? I didn't use the save manager with its scene transitioner for this particular scene because it is a special scene that won't work like the other...
- Fri Feb 11, 2022 4:43 pm
- Forum: Dialogue System for Unity
- Topic: LoadLevel and Sequences
- Replies: 10
- Views: 4670
Re: LoadLevel and Sequences
Hello, I am bumping this post because I have a related question and I don't quite understand how to solve it even if I am not too far... I hope it is ok! My conversation ends on the NPC saying: "Hold on tight, cause you’re in for quite a journey!" I would like that when the player clicks o...
- Fri Feb 11, 2022 2:19 pm
- Forum: Dialogue System for Unity
- Topic: Animation when UI shows up and hide
- Replies: 3
- Views: 885
Re: Animation when UI shows up and hide
Thank you Tony!
- Fri Feb 11, 2022 3:26 am
- Forum: Dialogue System for Unity
- Topic: Animation when UI shows up and hide
- Replies: 3
- Views: 885
Animation when UI shows up and hide
Hello Tony, I am aworking on my game right now, integrating Dialogue System and Quest Machine (always mesmerized at the incredible job you have been making) and I wanted to know if you had a solution for me to animate my dialogue panels, alerts and quest machine's panels for when they show up / hide...