Search found 17 matches
- Thu Dec 14, 2023 4:41 am
- Forum: Dialogue System for Unity
- Topic: Articy Draft X Support
- Replies: 1
- Views: 6414
Articy Draft X Support
Hello Tony, I've already searched the forum but couldn't find anything related to the new version of articy:draft which just released. We were quite interested in migrating to it due to the new localization feature. I tried checking if the last version of the Dialogue System supported exports from A...
- Mon Feb 06, 2023 6:12 am
- Forum: Dialogue System for Unity
- Topic: [Bug] Dialogue text from Articy randomly swapping
- Replies: 5
- Views: 462
Re: [Bug] Dialogue text from Articy randomly swapping
Hello, I've spoken to the team and yes, we do have some feedback on that checkbox. The most important thing is that it effectively makes you "lose" the simple, direct connection to the Dialogue System database which we were accustomed to. What I mean is: when we started using the DS, the p...
- Wed Feb 01, 2023 5:53 am
- Forum: Dialogue System for Unity
- Topic: [Bug] Dialogue text from Articy randomly swapping
- Replies: 5
- Views: 462
Re: [Bug] Dialogue text from Articy randomly swapping
Hello, just wanted to update because we fixed the issue and it was one of those extremely-painful-to-discover-but-stupid things. "Use I2 Language At Runtime" was ticked in the Dialogue System Uses I2 Language script. We could modify the nodes all we wanted, but the system would still fetch...
- Tue Jan 31, 2023 6:44 am
- Forum: Dialogue System for Unity
- Topic: [Bug] Dialogue text from Articy randomly swapping
- Replies: 5
- Views: 462
[Bug] Dialogue text from Articy randomly swapping
Hi Tony, we've unfortunately encountered a rather mysterious bug which is quite annoying. Basically, when the system reaches node A (which has nothing special so this feels really random) in its normal evaluation, the correct node appears to be evaluated (it becomes green in the conversation view) b...
- Fri Oct 14, 2022 11:59 am
- Forum: Dialogue System for Unity
- Topic: Let external narrative tool decide bark or conversation
- Replies: 7
- Views: 587
Re: Let external narrative tool decide bark or conversation
Hi Tony,
sorry for the delay, but I wanted to test the solution thoroughly before posting a reply.
Everything is working properly and it's simply amazing.
Thank you so much again,
LF
sorry for the delay, but I wanted to test the solution thoroughly before posting a reply.
Everything is working properly and it's simply amazing.
Thank you so much again,
LF
- Wed Oct 05, 2022 5:22 am
- Forum: Dialogue System for Unity
- Topic: Let external narrative tool decide bark or conversation
- Replies: 7
- Views: 587
Re: Let external narrative tool decide bark or conversation
Hi Tony, I'm happy to tell you that this works perfectly! Now I get what you meant in the first post reply. Just a couple of notes: we noticed there's no equivalent of StartConversation(conversationTitle, actor, conversant, startingEntryID) for barks; would be nice to have so as to not repeat a port...
- Tue Oct 04, 2022 11:05 am
- Forum: Dialogue System for Unity
- Topic: Let external narrative tool decide bark or conversation
- Replies: 7
- Views: 587
Re: Let external narrative tool decide bark or conversation
Hi again, this solution doesn't seem to achieve what we had in mind. I tried to create an instance of ConversationModel and it was a little weird because all the properties of firstState were empty, null or false except for "subtitle" which contained the dialogueEntry with all the data of ...
- Tue Oct 04, 2022 9:20 am
- Forum: Dialogue System for Unity
- Topic: Let external narrative tool decide bark or conversation
- Replies: 7
- Views: 587
Let external narrative tool decide bark or conversation
Hi Tony, our designers requested a rather neat feature: we're using Articy for our project, and we're currently triggering barks and conversations "statically" from Unity. By "statically" I mean that Unity knows that triggers, for example, will only ever trigger barks and not dia...
- Tue Aug 23, 2022 9:40 am
- Forum: Dialogue System for Unity
- Topic: Automatic Articy import via editor script
- Replies: 3
- Views: 350
Re: Automatic Articy import via editor script
Hey Tony, quick and efficient as ever, thank you so much. For anyone wondering how to do this, just make sure to populate the relevant data in the importer window before triggering the two main functions: if(xmlFileChanged) { bool alreadyOpen = ArticyConverterWindow.IsOpen; if (!alreadyOpen) ArticyC...
- Tue Aug 23, 2022 6:46 am
- Forum: Dialogue System for Unity
- Topic: Automatic Articy import via editor script
- Replies: 3
- Views: 350
Automatic Articy import via editor script
Hey, I've been looking for ways to ease the Articy/Dialogue System pipeline for our designers and one feature request that came up was triggering an automatic import of the Articy xml file in the Dialogue System upon exporting it (instead of bringing up the editor window and doing it manually). Is t...