Hello Tony
When my player enters a dialogue system trigger and ends the conversation, then the conversation starts immediately because player is in the trigger zone. How do i add some sort of a delay,?`I don't want to destroy the trigger as a new conversation tree is available
Search found 369 matches
- Mon Nov 18, 2024 3:47 pm
- Forum: Dialogue System for Unity
- Topic: Delay trigger
- Replies: 1
- Views: 53
- Thu Jul 11, 2024 1:27 am
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Re: Using a camera for a conversation
Hi Toni Do you mean like this in the picture? My Dialouge system trigger is on the weapon. In that i have the player set into to Conversation actor field and the NPC Max into the Convesant field. I also tried switching them around.. Still no luck.. BTW: Using the switchCamera, as my cameras are all ...
- Wed Jul 10, 2024 3:43 pm
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Re: Using a camera for a conversation
It’s the shooter controller but the Invector Camera state just have a top down view.
- Wed Jul 10, 2024 12:43 pm
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Re: Using a camera for a conversation
Is there anything specific with the integration I should focus on?
Cause I already checked like twice according to the documentation.
Maybe worth mentioning that I am using the Invector Top Down controller. Though it would not make sence if that has any impact
Cause I already checked like twice according to the documentation.
Maybe worth mentioning that I am using the Invector Top Down controller. Though it would not make sence if that has any impact
- Wed Jul 10, 2024 12:02 pm
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Re: Using a camera for a conversation
Like in 3 situations: 1: In a shop I want a camera in specific place in the shop with a specific angle to it and with some specific post process effects. 2: On top of the roof, again another angle and with some other post process effects. 3:...... You get the point.. But now as I know the Switchcame...
- Wed Jul 10, 2024 11:12 am
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Re: Using a camera for a conversation
Toni it was in play mode.
Yes I meant different cameras for different positions.
Maybe 3 cameras with 3 different post process.
Let me know if you need a screenshot or a video of something else?
Yes I meant different cameras for different positions.
Maybe 3 cameras with 3 different post process.
Let me know if you need a screenshot or a video of something else?
- Wed Jul 10, 2024 9:14 am
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Re: Using a camera for a conversation
Tony The the SwitchCamera() sequencer command works perfectly, it instantly changes to my camera. But due to performance I don't want to use this option on every conversation, so I would rather have the move camera transform working. I recorded another video showing the use of a transform. The trans...
- Wed Jul 10, 2024 7:47 am
- Forum: Dialogue System for Unity
- Topic: Using a camera for a conversation
- Replies: 14
- Views: 864
Using a camera for a conversation
Hey Toni Going through the Cutscene tutorials. I cant seem to find how to use a specific camera for a specific conversation. I don't want to put a camera inside the sequencer camera as I will use different cameras for different conversations. I also tried with camera Transform, I get same result. Th...
- Wed Jul 10, 2024 6:11 am
- Forum: Dialogue System for Unity
- Topic: Lua check for bool true
- Replies: 5
- Views: 445
Re: Lua check for bool true
Thank you Toni!!!
- Tue Jul 09, 2024 2:26 pm
- Forum: Dialogue System for Unity
- Topic: Lua check for bool true
- Replies: 5
- Views: 445
Re: Lua check for bool true
Thank you Toni it worked.
But where exactly is the " bottom of the Dialogue Editor's Watches"??
But where exactly is the " bottom of the Dialogue Editor's Watches"??