Search found 4 matches
- Sat Jul 02, 2022 9:45 am
- Forum: Dialogue System for Unity
- Topic: Adding Actors to db at runtime?
- Replies: 1
- Views: 165
Adding Actors to db at runtime?
I've a list of generated NPCs at runtime I'd like to add as actors, permanently changing the asset db. However, I can't see what I'm missing to make this work. I have the Dialogue system Controller setting for 'instantiate database' unchecked. Do I perhaps needs to create a new db, merge, and then s...
- Fri Jul 01, 2022 11:28 am
- Forum: Dialogue System for Unity
- Topic: How to use existing dialogue UI, and not create new instance?
- Replies: 5
- Views: 259
Re: How to use existing dialogue UI, and not create new instance?
Yeah it's the right one. It appears to be because ContentDialogue is inactive, and even though I'm setting it active before triggering DS Use(), the DS is too quick and goes ahead to make it's own instance. If I leave the ContentDialogue active it will indeed use the assigned object. Thanks for your...
- Fri Jul 01, 2022 10:59 am
- Forum: Dialogue System for Unity
- Topic: How to use existing dialogue UI, and not create new instance?
- Replies: 5
- Views: 259
Re: How to use existing dialogue UI, and not create new instance?
Thanks for the reply.
I've actually already tried assigning the SMS Dialogue UI to the Dialogue Manager's Dialogue UI field, to no avail. It seems determined to create it's own object.
And thank you for the advice on changing scenes, I'm sure that will be useful going forward.
I've actually already tried assigning the SMS Dialogue UI to the Dialogue Manager's Dialogue UI field, to no avail. It seems determined to create it's own object.
And thank you for the advice on changing scenes, I'm sure that will be useful going forward.
- Fri Jul 01, 2022 10:31 am
- Forum: Dialogue System for Unity
- Topic: How to use existing dialogue UI, and not create new instance?
- Replies: 5
- Views: 259
How to use existing dialogue UI, and not create new instance?
Hi, nooby question. I'm using the SMS Dialogue UI, which I have in the scene under an existing hierarchy here under the contentDialogue panel. Capture11.JPG However, at runtime the DialogueManager will always instantiate it's own SMS Dialogue UI from the prefab, and referencing the Cellphone canvas ...