Search found 7 matches
- Wed Oct 19, 2022 7:51 am
- Forum: Dialogue System for Unity
- Topic: Best practices for testing a conversation
- Replies: 6
- Views: 683
Re: Best practices for testing a conversation
Ok, really dumb question, I'm sorry for asking so many questions but you've been incredibly helpful through this process! I can't seem to import PixelCrushers.DialogueSystem.DialogueEditor. I tried to import DialogueSystemAssemblyDefinitions.unitypackage per the FAQ but that caused TMPro import to f...
- Tue Oct 18, 2022 7:10 am
- Forum: Dialogue System for Unity
- Topic: Best practices for testing a conversation
- Replies: 6
- Views: 683
Re: Best practices for testing a conversation
So I've written the above methods and it works well, I know have a CSV of errors and info logs (And I edited the Sequencer Parse code myself to return exceptions), all looks good. Only issue I'm having now is fixing the errors. In my log I get the entry node ID (and subtitle text) that has the error...
- Tue Oct 18, 2022 4:27 am
- Forum: Dialogue System for Unity
- Topic: Best practices for testing a conversation
- Replies: 6
- Views: 683
Re: Best practices for testing a conversation
Alright thank you, that sounds awesome, I'll get on that! One thing, is there way in the Dialogue Conversation Editor window to highlight nodes that have no child nodes (similar to how orphaned nodes show up as red in the dialogue window). I think that would solve 2, because currently my dialogue tr...
- Mon Oct 17, 2022 8:52 am
- Forum: Dialogue System for Unity
- Topic: Best practices for testing a conversation
- Replies: 6
- Views: 683
Best practices for testing a conversation
Hi! Before I get started writing my own testing pipeline, I was wondering if there are best practices for testing a conversation. I want to test every conversation node and I want to try and avoid just running the conversation a hundred times (I have very complex conversations, some with over 1,000 ...
- Wed Apr 06, 2022 6:13 am
- Forum: Dialogue System for Unity
- Topic: Suggestion: Let typewriter effect work with all richtext tags
- Replies: 5
- Views: 764
- Tue Apr 05, 2022 9:39 pm
- Forum: Dialogue System for Unity
- Topic: Suggestion: Let typewriter effect work with all richtext tags
- Replies: 5
- Views: 764
Re: Suggestion: Let typewriter effect work with all richtext tags
Huh, mine only blocks <b>, <i>, <u> and <color>, maybe I have an outdated version then.
Actually even the current Regex there still misses a few (and would miss it in my case)
Replace <margin=.+> with <margin-?\w+=.+> to include margin-left, margin-right, etc.
Actually even the current Regex there still misses a few (and would miss it in my case)
Replace <margin=.+> with <margin-?\w+=.+> to include margin-left, margin-right, etc.
- Tue Apr 05, 2022 9:44 am
- Forum: Dialogue System for Unity
- Topic: Suggestion: Let typewriter effect work with all richtext tags
- Replies: 5
- Views: 764
Suggestion: Let typewriter effect work with all richtext tags
Currently the typewriter effect breaks when using richtext tags other than <b><i><u> and <color> because the regex in Tools.StripRichTextCodes doesn't strip them (so the subtitle panel skips characters cause it thinks there's more visible characters then there are). There is a wealth of other rich t...