Search found 20 matches
- Fri Jun 23, 2023 5:01 am
- Forum: Dialogue System for Unity
- Topic: Toggle Bark UI based on camera distance
- Replies: 3
- Views: 161
Re: Toggle Bark UI based on camera distance
The second method worked perfectly, thank you!
- Thu Jun 22, 2023 11:52 am
- Forum: Dialogue System for Unity
- Topic: Toggle Bark UI based on camera distance
- Replies: 3
- Views: 161
Toggle Bark UI based on camera distance
Hi, I would like to hide the Bark UI if the camera (not the player, but the camera) gets near and enable again if the camera gets further away, in case of the player it would be easy with triggers, sensors, but the camera has no rigidbody and no colliders either. What would be the ideal way to detec...
- Mon Jun 12, 2023 4:15 am
- Forum: Dialogue System for Unity
- Topic: Dynamic Actor/Conversant Name
- Replies: 6
- Views: 390
Re: Dynamic Actor/Conversant Name
Thanks!
One more extra question.
Is it possible to set the name with this approach to variable and assign it from a script (for example in case of randomly generated names)?
Thanks!
One more extra question.
Is it possible to set the name with this approach to variable and assign it from a script (for example in case of randomly generated names)?
Thanks!
- Sun Jun 11, 2023 11:34 am
- Forum: Dialogue System for Unity
- Topic: Dynamic Actor/Conversant Name
- Replies: 6
- Views: 390
Re: Dynamic Actor/Conversant Name
Got it, must set it from the dialogue trigger before starting the conversation and not from the dialogue editor through a sequence.
Now it seems to be working fine.
Now it seems to be working fine.
- Sun Jun 11, 2023 11:20 am
- Forum: Dialogue System for Unity
- Topic: Dynamic Actor/Conversant Name
- Replies: 6
- Views: 390
Re: Dynamic Actor/Conversant Name
Actor["Player_X"].Display_Name = "My Custom Name" was the other thing I've tried (most likely much closer to what I want to do), and actually it seems both are working, but not initially. If you trigger the conversation the second time it works, but in my case that's not really i...
- Sun Jun 11, 2023 11:04 am
- Forum: Dialogue System for Unity
- Topic: Dynamic Actor/Conversant Name
- Replies: 6
- Views: 390
Re: Dynamic Actor/Conversant Name
Simply adding this script to a node didn't seem to solve the situation.
Actor["Player_X"].Name = "My Custom Name";
Actor["Player_X"].Name = "My Custom Name";
- Sun Jun 11, 2023 10:10 am
- Forum: Dialogue System for Unity
- Topic: Dynamic Actor/Conversant Name
- Replies: 6
- Views: 390
Dynamic Actor/Conversant Name
Hi, I would like to change the displayed names of my actors and conversants in specific dialogues, but can't really find a way to do it properly. To make it easier to understand, in the dialogue database I have a few actors. Let's say Actor A and Actor B. In general I would like to display their nam...
- Sun Jun 11, 2023 10:05 am
- Forum: Dialogue System for Unity
- Topic: Conversation end issue
- Replies: 4
- Views: 284
Re: Conversation end issue
Thank you!
Somehow managed to make it work mostly based on your advices.
Somehow managed to make it work mostly based on your advices.
- Fri Jun 09, 2023 2:54 pm
- Forum: Dialogue System for Unity
- Topic: Conversation end issue
- Replies: 4
- Views: 284
Re: Conversation end issue
I think the easiest solution would be an event that could be fired once the last node in the dialogue was played (on conversation end action from the dialogue system events doesn’t seem to work as it fires the event when the dialogue UI is already closed).
- Fri Jun 09, 2023 1:50 pm
- Forum: Dialogue System for Unity
- Topic: Conversation end issue
- Replies: 4
- Views: 284
Conversation end issue
Hello, Trying to add a bit unique part to the game, where the player can have conversations with him/herself. All the nodes should play automatically without user interaction (that works by setting the continue to never). At the end of the conversation, after the last node, I would like to call some...