Hi Tony,
So I figured out the problem based on that warning about the Main Panel not being assigned. I had it assigned in my Quest Log Window prefab, but when I had put that prefab inside my pause menu prefab, it somehow got unassigned.
So sorry for taking your time. Hope you have a good day.
Search found 8 matches
- Tue Jan 23, 2024 12:37 pm
- Forum: Dialogue System for Unity
- Topic: ReferenceException with Quest Log Window
- Replies: 4
- Views: 651
- Tue Jan 23, 2024 12:21 pm
- Forum: Dialogue System for Unity
- Topic: ReferenceException with Quest Log Window
- Replies: 4
- Views: 651
Re: ReferenceException with Quest Log Window
Hi Tony, I have updated to the latest version of Dialogue System for Unity. The update went smoothly, but I am still left with the same NullReferenceException error when interacting with the Quest Log Window. I will try to investigate the error further on my own, but I am curious if I am missing som...
- Mon Jan 22, 2024 6:10 pm
- Forum: Dialogue System for Unity
- Topic: ReferenceException with Quest Log Window
- Replies: 4
- Views: 651
ReferenceException with Quest Log Window
Hello, I am having an issue with the Quest Log Window. I am containing it in my pause menu, along with some other UI elements, like a game pause menu and a world map. Each of these menus have a CanvasGroup, and I added a CanvasGroup onto the parent Quest Log Window object so that it can toggle IsInt...
- Thu Sep 14, 2023 4:17 pm
- Forum: Dialogue System for Unity
- Topic: UI Button Key Trigger not working for Button Name
- Replies: 1
- Views: 301
UI Button Key Trigger not working for Button Name
Hello, I would like to be able to expand and collapse my Quest Tracker HUD using either Tab on the keyboard or Select on controller. I am using Unity's new Input System. I tried putting a button on it with a UI Button Key Trigger which would cause the button's click Event to tell my script to close ...
- Fri Jul 21, 2023 7:34 pm
- Forum: Dialogue System for Unity
- Topic: Problem with continue button and sequencer commands
- Replies: 1
- Views: 190
Problem with continue button and sequencer commands
Hello, I have a SendMessage to my faceplate script where the mouth should stop its talking animation when either the dialogue text is finished, or the FMODWait sequencer has finished. This works as expected, except for when I hit the continue button to complete the text and continue to the next dial...
- Tue Jun 13, 2023 4:54 pm
- Forum: Dialogue System for Unity
- Topic: Problem with executing sequences at the end of conversation
- Replies: 3
- Views: 367
Re: Problem with executing sequences at the end of conversation
The second option using Continue() worked great for me! Thank you! I've added that series of sequences to a shortcut {{endRegular}} and also some different shortcuts including different styles of screen transitions as well, and it made it very easy to end off conversations cleanly without needing to...
- Mon Jun 12, 2023 12:31 pm
- Forum: Dialogue System for Unity
- Topic: Problem with executing sequences at the end of conversation
- Replies: 3
- Views: 367
Problem with executing sequences at the end of conversation
Hello, In my game I would like to have it so on the final node of conversation, the player will press the Continue button in order to finish the conversation and close the Dialogue UI. Once this has happened, I would like to play a set of sequences, such as for showing an alert and the quest tracker...
- Mon Apr 10, 2023 12:54 pm
- Forum: Dialogue System for Unity
- Topic: Hiding the continue button and dialogue box for Timeline cutscenes.
- Replies: 1
- Views: 210
Hiding the continue button and dialogue box for Timeline cutscenes.
Hello! I'm relatively new to the Dialogue System. I have a Timeline cutscene in Unity, and I have my dialogue box sequenced with it so that it continues the text at the appropriate time. I have two things which I'm having trouble accomplishing: 1. I would like to hide the continue button during Time...