Search found 15 matches
- Fri Oct 25, 2024 10:35 am
- Forum: Dialogue System for Unity
- Topic: Custom Markup Tags?
- Replies: 5
- Views: 140
Re: Custom Markup Tags?
Thanks, I figured out what was wrong. I had multiple lines of replace and forgot to assign the text back to itself like this: text = text.Replace("[key]", "replaced key"); text = text.Replace("[other]", "replaced other"); return text; I was just going: text.Re...
- Fri Oct 25, 2024 9:29 am
- Forum: Dialogue System for Unity
- Topic: Custom Markup Tags?
- Replies: 5
- Views: 140
Re: Custom Markup Tags?
Nice one. I implemented this, however, the text.Replace function seems to not be working. The events fire (Debug.Log outputs the text from ReplaceSpecialMarkupTags(), but Replace never does any actual replacing. I've tried it with multiple different words, even single letters. Replace() seems to jus...
- Fri Oct 25, 2024 5:56 am
- Forum: Dialogue System for Unity
- Topic: Custom Markup Tags?
- Replies: 5
- Views: 140
Custom Markup Tags?
Is it possible to create custom Lua markup tags like [auto] and [f]? Essentially I'm currently using Rich Text Tags to insert sprites into my Response buttons, such as <sprite name="prayer">. It's working fine, but I would love a less verbose solution, something like [prayer]. If not possi...
- Thu Oct 24, 2024 2:24 pm
- Forum: Dialogue System for Unity
- Topic: Avoid 'selected' state on response button?
- Replies: 3
- Views: 96
Re: Avoid 'selected' state on response button?
1. Seemed to have done the trick!
Thanks!
Thanks!
- Thu Oct 24, 2024 1:28 pm
- Forum: Dialogue System for Unity
- Topic: Avoid 'selected' state on response button?
- Replies: 3
- Views: 96
Avoid 'selected' state on response button?
As you can see below, the 1st response button 'Ignore Abel' Is white, because it is In a selected state. I don't want this. It doesn't matter how many times I mouse over it or the other buttons (should turn blue), the top one stays in the selected state. It only changes color on mouse press (to gree...
- Tue Oct 15, 2024 5:25 am
- Forum: Dialogue System for Unity
- Topic: Bark Glitch - text is vertical on first frame
- Replies: 4
- Views: 83
Re: Bark Glitch - text is vertical on first frame
Thanks! I upgraded textmeshpro to 3.0.9 and it now works as expected ---- except: After adding TextAnimator components, the problem resurfaces. First bark is vertical (for a frame or so before writing on). Every bark after that that happens after the previous bark has ended, will show a frame or so ...
- Mon Oct 14, 2024 7:48 am
- Forum: Dialogue System for Unity
- Topic: Bark Glitch - text is vertical on first frame
- Replies: 4
- Views: 83
Bark Glitch - text is vertical on first frame
On bark, the bark UI flashes for a single frame like below, in the middle of the screen: Image Sequence_001_0051.jpg before displaying the changed text as here: Image Sequence_001_0109.jpg I believe this was not apparent before I changed the Animation Controller animation Show/Hide fade to last only...
- Mon Oct 14, 2024 7:37 am
- Forum: Dialogue System for Unity
- Topic: How to check for Start and End of conversation via code
- Replies: 3
- Views: 95
Re: How to check for Start and End of conversation via code
I believe this is what you're looking for: DialogueManager.instance.conversationStarted += MyConversationStarted; DialogueManager.instance.conversationEnded += MyConversationEnded; // make your own functions like this: private void MyConversationEnded(Transform t){} Hope that helps! PS: Remember to ...
- Wed Oct 09, 2024 11:52 am
- Forum: Dialogue System for Unity
- Topic: 'InputSystem' does not exist in the namespace 'UnityEngine' after updating to the latest version
- Replies: 13
- Views: 2245
Re: 'InputSystem' does not exist in the namespace 'UnityEngine' after updating to the latest version
Allright, after much troubleshooting it seems like the culprit was a 'Plugins.asmdef' file in the root Plugins folder. I'm not sure when, or even if, I myself made that, but deleting it and regenerating the library folder seems to have done the trick. Installed the InputSystem again and now, no erro...
- Wed Oct 09, 2024 11:10 am
- Forum: Dialogue System for Unity
- Topic: 'InputSystem' does not exist in the namespace 'UnityEngine' after updating to the latest version
- Replies: 13
- Views: 2245
Re: 'InputSystem' does not exist in the namespace 'UnityEngine' after updating to the latest version
Okay, I just did. Even before installing the Input system, I'm getting the errors below. I had more errors relating to Febucci TextAnimator, but I managed to get rid of all save one by adding all the (4) febucci assemblies to all the different asmdef files within PixelCrushers. Still can't get rid o...