- C# events
- UnityEvents
- MMEvents
- Dialogue System Events
Search found 37 matches
- Sat Oct 07, 2023 5:19 pm
- Forum: Dialogue System for Unity
- Topic: Events with TopDown Engine
- Replies: 1
- Views: 224
Events with TopDown Engine
I'm starting a new project using the TopDown Engine and the Dialogue System. I'd like to avoid having a muddle of different kinds of events. There appear to be at least four options:
- Mon May 30, 2022 8:57 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
- Replies: 5
- Views: 973
Re: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
Aha! There was a trigger collider on the colliding Player object. I'm not sure why, but when I disabled it the problem went away and no new problems appeared, so I'll declare victory.
- Mon May 30, 2022 8:49 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
- Replies: 5
- Views: 973
Re: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
No, wait, there's only one trigger collider. I can tell because when I disable it I don't get any messages from OnTriggerEnter methods.
Is this another one of those zany situations where the trigger is somehow entered twice?
Is this another one of those zany situations where the trigger is somehow entered twice?
- Mon May 30, 2022 8:46 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
- Replies: 5
- Views: 973
Re: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
I don't see any, but I do notice a "2" next to message printed in the console by my other script. It turns out "collapse" was turned on.
So ... if that's happening twice, maybe I do have two colliders. I'll keep looking.
So ... if that's happening twice, maybe I do have two colliders. I'll keep looking.
- Mon May 30, 2022 8:19 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
- Replies: 5
- Views: 973
Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'.
I'd like conversations to start when the player walks up to an NPC. This is almost working perfectly. However, I am getting this warning: Dialogue System: Another conversation is already active. Not starting 'New Conversation 1'. UnityEngine.Debug:LogWarning (object) PixelCrushers.DialogueSystem.Dia...
- Wed May 25, 2022 1:53 pm
- Forum: Dialogue System for Unity
- Topic: Spawning and unspawning objects with MM Inventory System
- Replies: 5
- Views: 954
Re: Spawning and unspawning objects with MM Inventory System
I got it working. The answer is:
Both savers are needed.
They can be on the same component.
They need to have different keys.
Both savers are needed.
They can be on the same component.
They need to have different keys.
- Wed May 25, 2022 1:42 pm
- Forum: Dialogue System for Unity
- Topic: Spawning and unspawning objects with MM Inventory System
- Replies: 5
- Views: 954
Re: Spawning and unspawning objects with MM Inventory System
Is this in addition to or instead of the SpawnedObjectManager? If it's both, should they be attached to the same GameObject?
- Wed May 25, 2022 1:03 pm
- Forum: Dialogue System for Unity
- Topic: Spawning and unspawning objects with MM Inventory System
- Replies: 5
- Views: 954
Re: Spawning and unspawning objects with MM Inventory System
Update: reuno of More Mountains says: "destroying objects at runtime comes at a cost, disabling is free"
This is backed up here:
https://answers.unity.com/questions/133 ... chang.html
So: how do I get disabled object to not be saved?
This is backed up here:
https://answers.unity.com/questions/133 ... chang.html
So: how do I get disabled object to not be saved?
- Wed May 25, 2022 12:37 pm
- Forum: Dialogue System for Unity
- Topic: Spawning and unspawning objects with MM Inventory System
- Replies: 5
- Views: 954
Spawning and unspawning objects with MM Inventory System
I'm using the Dialogue System with More Mountains' TopDown Engine and Inventory System. Previously, thanks to an enormous amount of help from Tony Li, I was able to get inventories to persist between scenes: https://www.pixelcrushers.com/phpbb/viewtopic.php?f=3&t=5849 My next task is to get pick...
- Sun May 22, 2022 8:42 pm
- Forum: Dialogue System for Unity
- Topic: Getting inventory to persist between scenes
- Replies: 14
- Views: 1982
Re: Getting inventory to persist between scenes
IT WORKS!
Thank you for your help!
Thank you for your help!