Search found 20 matches

by Loremu
Mon Oct 28, 2024 7:11 am
Forum: Dialogue System for Unity
Topic: Localize Display Name in Dialogue Entires
Replies: 3
Views: 138

Re: Localize Display Name in Dialogue Entires

Hi Tony,

works perfectly, thank you!

Best regards,
Lorena
by Loremu
Fri Oct 25, 2024 5:06 am
Forum: Dialogue System for Unity
Topic: Localize Display Name in Dialogue Entires
Replies: 3
Views: 138

Localize Display Name in Dialogue Entires

Hi, I need your help for localizing actor display names inside dialogue entries. Problem description 1 in my dialogue entries I use the [lua(Actor["Actor Name"].Display_Name)] expression whenever a character mentions another character by name. However, I can't get it to localize properly. ...
by Loremu
Wed Oct 25, 2023 3:46 am
Forum: Dialogue System for Unity
Topic: Dialogue Entry Popup in inspector with multiple conversations
Replies: 3
Views: 301

Dialogue Entry Popup in inspector with multiple conversations

Hi, I have some difficulties using the DialogueEntryPopup in one specific setting. My Setup: I have a ScriptableObject with following fields (note: I've only put the stuff here that's related to the dialogue system): [CreateAssetMenu(menuName = "ScriptableObjects/Memory")] public class Scr...
by Loremu
Tue Aug 08, 2023 6:43 am
Forum: Dialogue System for Unity
Topic: Using references to actor display names in dialogue text when directly accessing dialogue entries
Replies: 4
Views: 312

Re: Using references to actor display names in dialogue text when directly accessing dialogue entries

Oh wow, I actually didn't expect that it's just one person doing all the support stuff. Kudos!
Thank you for your work! Get some sleep every now and then ;)
by Loremu
Mon Aug 07, 2023 4:28 am
Forum: Dialogue System for Unity
Topic: Using references to actor display names in dialogue text when directly accessing dialogue entries
Replies: 4
Views: 312

Re: Using references to actor display names in dialogue text when directly accessing dialogue entries

Hi Toni, works perfectly, thank you! May I ask how many people are in the support team? You always answer so quickly and accurately, also to complex issues, so I was wondering if "Toni Li" is one person or the general "Pixelcrushers-support-account" that multiple team members use...
by Loremu
Fri Aug 04, 2023 7:21 am
Forum: Dialogue System for Unity
Topic: Using references to actor display names in dialogue text when directly accessing dialogue entries
Replies: 4
Views: 312

Using references to actor display names in dialogue text when directly accessing dialogue entries

Hi, Information about my setup: We are making a game with comics. All texts are stored in a conversation in the Dialogue Database. I am not using Dialogue System Trigger components to display the texts. Instead every comic panel has a reference to a certain dialogue entry. I use a custom script to d...
by Loremu
Tue Apr 18, 2023 5:53 am
Forum: Dialogue System for Unity
Topic: OverrideDialogueUI not setting portraits
Replies: 8
Views: 390

Re: OverrideDialogueUI not setting portraits

Hi, I found a fix - posting it here in case ur interested or it gives you further clues as to what the problem might be and what a proper solution might look like. I kinda brute force the portrait now. CharacterCommentBlock.cs : private void OnEnable() { RequestInfo(this); //select correct entry dep...
by Loremu
Tue Apr 18, 2023 2:40 am
Forum: Dialogue System for Unity
Topic: OverrideDialogueUI not setting portraits
Replies: 8
Views: 390

Re: OverrideDialogueUI not setting portraits

Hi,
Thank you for the information. I'll check if it's permitted. Would be really helpful indeed as my project keeps doing mysterious stuff...
Best,
Lorena
by Loremu
Mon Apr 17, 2023 4:09 am
Forum: Dialogue System for Unity
Topic: OverrideDialogueUI not setting portraits
Replies: 8
Views: 390

Re: OverrideDialogueUI not setting portraits

Hi Toni, thanks for the response. I tried your suggestion (disabling and re-enabling the DialogueActor Component) in different variations (in Awake, Start, OnEnable, right before triggering the dialogue). Unfortunately it did not work, so I cheatet my way around the issue by just assigning the Memor...