Search found 5 matches

by Fews
Wed Mar 01, 2023 5:56 am
Forum: Dialogue System for Unity
Topic: Multiple NPC Bubble Conversations Hide each other on conversation end
Replies: 4
Views: 302

Re: Multiple NPC Bubble Conversations Hide each other on conversation end

Thanks Tony, I read the reply and dug a lot code now understand a bit how it works. Add Override Dialogue UI component to the character GameObject, and add a Basic Standard Dialogue UI GameObject as a child of the character. Assign a Bubble Template Standard UI Subtitle Panel Prefab to the setting f...
by Fews
Wed Oct 26, 2022 11:16 pm
Forum: Dialogue System for Unity
Topic: Multiple NPC Bubble Conversations Hide each other on conversation end
Replies: 4
Views: 302

Multiple NPC Bubble Conversations Hide each other on conversation end

Hi, I'm work on a scene with 4 pairs of NPCs idle talking to each other about some clues, while PC could start a conversation as well. The conversations start in random intervals. Each NPC has an overridden Bubble UI. Problem is when one of the conversations ended, another started conversation would...
by Fews
Tue Aug 23, 2022 7:19 am
Forum: Dialogue System for Unity
Topic: How to not default select a response
Replies: 3
Views: 309

Re: How to not default select a response

Thanks Tony, it is one way to achieve it. I ended up with a inherited StandardUIMenuPanel with a inputsystem to EnableInput() public class ButtonUIMenu : StandardUIMenuPanel { ControlMap _Control = null; bool isShowed = false; public override void Awake() { base.Awake(); _Control = new ControlMap();...
by Fews
Mon Aug 15, 2022 11:39 pm
Forum: Dialogue System for Unity
Topic: How to not default select a response
Replies: 3
Views: 309

How to not default select a response

Hi,

The game is mainly controlled by gamepad.
How can I make a response selected when only the UI/Move being performed?
I just do not want players do button mashing too much and miss a few selections.