Search found 23 matches
- Sat Mar 19, 2022 6:43 am
- Forum: Dialogue System for Unity
- Topic: Scene change and override UI assets / Dialogue Manager DontDestroyOnLoad
- Replies: 5
- Views: 1049
Scene change and override UI assets / Dialogue Manager DontDestroyOnLoad
Hi, I would like to understand the best practice to handle my scenario: 1. In the first scene there are 3 always opened conversations with different UIs, 1 of which part of a canvas rendered outside the Dialogue Manager object (as it needs to be part of the World Space and move around) 2. Scene 2 is...
- Sat Mar 05, 2022 2:30 am
- Forum: Dialogue System for Unity
- Topic: Make a conversation advance based on the status of a second one
- Replies: 12
- Views: 1089
Re: Make a conversation advance based on the status of a second one
I'll give it a go, thank you!
- Fri Mar 04, 2022 3:22 am
- Forum: Dialogue System for Unity
- Topic: Make a conversation advance based on the status of a second one
- Replies: 12
- Views: 1089
Re: Make a conversation advance based on the status of a second one
Hi Tony, Isn't that what you would want to happen? What should happen instead? Ideally the "waiting for signal" message is displayed only when actually waiting for signal, if (when the node is reached) the signal has already been sent the dialogue skips to the next node instead. To me your...
- Thu Mar 03, 2022 6:54 am
- Forum: Dialogue System for Unity
- Topic: On Trigger Enter sometimes not working
- Replies: 4
- Views: 4000
Re: On Trigger Enter sometimes not working
Hi, is there is any chance that you could share a sample of your project, or a test scene reproducing this issue? Sometimes the collider area is too small by default on some objects but this doesn't seem your issue.
- Thu Mar 03, 2022 6:11 am
- Forum: Dialogue System for Unity
- Topic: Make a conversation advance based on the status of a second one
- Replies: 12
- Views: 1089
Re: Make a conversation advance based on the status of a second one
Thanks Tony, this works very well! There is just one issue, which you can reproduce if you set for conversation 1 the SMS UI: the message for "waiting signal" and "signal received" get both displayed at the same time (if the signal was already sent when the node is reached). ps. ...
- Wed Mar 02, 2022 11:48 am
- Forum: Dialogue System for Unity
- Topic: Make a conversation advance based on the status of a second one
- Replies: 12
- Views: 1089
Re: Make a conversation advance based on the status of a second one
Hi Tony, your suggestion makes sense but I'm not comfortable scripting, this is why I rather use Playmaker whenever possible. If you can provide the script that would work, but I don't want to waste your time. Any idea why if I send a sequence message from one conversation it doesn't get received by...
- Wed Mar 02, 2022 7:48 am
- Forum: Dialogue System for Unity
- Topic: Make a conversation advance based on the status of a second one
- Replies: 12
- Views: 1089
Make a conversation advance based on the status of a second one
Hi, I have 2 conversations running at the same time and always active. I would like the two to interact, for example the 1st to stop until further progress has been made within the 2nd one. I tried to use a variable, set by a node in the 2nd conversation and then checked by the 1st conversation whic...
- Wed Mar 02, 2022 7:24 am
- Forum: Dialogue System for Unity
- Topic: Change dialogue ui at runtime? Multiple dialogue UI prefab support?
- Replies: 6
- Views: 1001
Re: Change dialogue ui at runtime? Multiple dialogue UI prefab support?
Hi, once Tony logs will surely give you a better answer than mine, but if you want to give it a try in the meantime this is what I did for a similar situation: -Just one dialogue system controller - Under the Dialogue Manager Canvas move the 2 dialogue UI prefabs you want to use. Assign the main one...
- Wed Feb 09, 2022 6:50 am
- Forum: Dialogue System for Unity
- Topic: Is there a way to know when a specific conversation state have responses waiting for the user?
- Replies: 7
- Views: 482
Re: Is there a way to know when a specific conversation state have responses waiting for the user?
I really tried on a test project (2.2.24), and it didn't work for me, until I did the above deleting the link in that field. I'm using Unity 2021.2.9f1 on a Mac, I can try to reproduce it again or provide logs if it can be of any help to you? For me now the issue is solved even if in a strange way
- Wed Feb 09, 2022 6:43 am
- Forum: Dialogue System for Unity
- Topic: Preventing Dialogue UI to hide at the end of conversation / Always show
- Replies: 1
- Views: 217
Preventing Dialogue UI to hide at the end of conversation / Always show
Hi, I would like the Dialogue UI to be always present on screen, as a sort of chat that keeps showing even when the conversation finished. I had some luck achieving this with the SMS dialogue UI by disabling the "Deactivate on Hidden" for the dialogue panel object (not sure if it is the ri...