Thanks Tony!
Always there when I need ya <3
Search found 18 matches
- Sat Feb 01, 2025 2:00 pm
- Forum: Dialogue System for Unity
- Topic: Assembly Definition CustomLuaFunctionInfo Problems
- Replies: 5
- Views: 1142
- Sat Feb 01, 2025 1:11 pm
- Forum: Dialogue System for Unity
- Topic: Assembly Definition CustomLuaFunctionInfo Problems
- Replies: 5
- Views: 1142
Re: Assembly Definition CustomLuaFunctionInfo Problems
Thanks! I removed and re-installed the latest DS (Version 2.2.50.1.) No Lua errors now, however, I'm getting Cinemachine Errors like this: Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Options/Cinemachine/Sequencer Commands/SequencerCommandCinemachineTarget.cs(4,7): error CS0246: The type or...
- Sat Feb 01, 2025 9:57 am
- Forum: Dialogue System for Unity
- Topic: Assembly Definition CustomLuaFunctionInfo Problems
- Replies: 5
- Views: 1142
Assembly Definition CustomLuaFunctionInfo Problems
I've just been integrating the Assembly Definitions into my pipeline, but I have a last Error I can't get rid of: Assets/Plugins/Pixel Crushers/Dialogue System/Wrappers/Editor/CustomLuaFunctionInfo.cs(13,71): error CS0234: The type or namespace name 'CustomLuaFunctionInfo' does not exist in the name...
- Fri Oct 25, 2024 10:35 am
- Forum: Dialogue System for Unity
- Topic: Custom Markup Tags?
- Replies: 5
- Views: 732
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: 732
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: 732
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: 522
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: 522
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: 306
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: 306
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...