Ah, that's great - I'll try and use that.
Thanks!
Search found 8 matches
- Tue Dec 20, 2022 12:05 pm
- Forum: Dialogue System for Unity
- Topic: Any way to know if conversation on the last node?
- Replies: 3
- Views: 141
- Tue Dec 20, 2022 4:41 am
- Forum: Dialogue System for Unity
- Topic: Any way to know if conversation on the last node?
- Replies: 3
- Views: 141
Any way to know if conversation on the last node?
Hello, Using DS and PlayMaker I'm setting up a UI with two buttons that I want to be able to step forward and backward through a conversation when I click on them. I know the first conversation node Entry ID is always 1, and I can get that information with Get Current Conversation Info, so I know to...
- Fri Sep 16, 2022 12:53 pm
- Forum: Dialogue System for Unity
- Topic: Simultaneous conversations continue buttons affecting each other
- Replies: 5
- Views: 289
Re: Simultaneous conversations continue buttons affecting each other
Hello, Thank you for the example scene - that all makes sense and I think I know where I've gone wrong now! My player bubble dialogue is set up like in your example, but the computer UI is literally just a "Standard UI Subtitle Panel", no Standard Dialogue UI for it. And I've set the compu...
- Thu Sep 15, 2022 6:08 pm
- Forum: Dialogue System for Unity
- Topic: Simultaneous conversations continue buttons affecting each other
- Replies: 5
- Views: 289
Re: Simultaneous conversations continue buttons affecting each other
Thanks for the quick response! Sorry for my late one, got bogged down in a bug elsewhere. I have set it up so that the button calls OnContinue on both the player bubble subtitle panel, and on the computer UI panel. Individually this works fine. But when I set two conversations going simultaneously t...
- Sun Sep 11, 2022 4:13 pm
- Forum: Dialogue System for Unity
- Topic: Simultaneous conversations continue buttons affecting each other
- Replies: 5
- Views: 289
Simultaneous conversations continue buttons affecting each other
Hello again, I'm getting on great with the Dialogue System and having done some searches of this forum for info have managed to set up a simultaneous conversation - one is a tablet info screen UI, and the other is the bubble dialogue above the players' head. One issue I'm having though is that while...
- Sun Aug 21, 2022 4:27 pm
- Forum: Dialogue System for Unity
- Topic: Conversations ending not considered 'inactive' for PlayMaker FSMs?
- Replies: 4
- Views: 326
Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?
Actually I just figured out what was going on having had a bit more time to look at it. I was keeping every END node as blank (similar to the START nodes) with no dialogue, but it looks like when you do that, I get a debug log for the character says '' and then clicking to CONTINUE (on the bigger th...
- Sun Aug 21, 2022 3:56 pm
- Forum: Dialogue System for Unity
- Topic: Conversations ending not considered 'inactive' for PlayMaker FSMs?
- Replies: 4
- Views: 326
Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?
Hello,
Yep "Every Frame" is checked.
Yep "Every Frame" is checked.
- Mon Aug 15, 2022 4:07 pm
- Forum: Dialogue System for Unity
- Topic: Conversations ending not considered 'inactive' for PlayMaker FSMs?
- Replies: 4
- Views: 326
Conversations ending not considered 'inactive' for PlayMaker FSMs?
Hello, I am using the Dialogue Plugin together with the PlayMaker actions for it and I've noticed an issue where if I use the "Start Conversation" action followed by an "Is Conversation Active" action after it, checking every frame, it never registers the conversation becoming 'i...