Search found 30 matches
- Tue Apr 16, 2024 7:44 pm
- Forum: Dialogue System for Unity
- Topic: StripTextMeshProTags is not up to date with TextMeshPro Tags
- Replies: 1
- Views: 163
StripTextMeshProTags is not up to date with TextMeshPro Tags
I'm trying to use * the 'Pause/QuarterPause' tokens (\. and \,) * the TextMeshPro <pos> tag Trying to replicate the cool typewriter effect with vertical alignement from Ultrakill . This doesn't work, since Tools.StripTextMeshProTags doesn't remove the <pos> tag, which causes misalignment of the desi...
- Tue Apr 16, 2024 12:08 pm
- Forum: Dialogue System for Unity
- Topic: RandomizeNextEntry that never plays the same entry twice in a row
- Replies: 3
- Views: 311
Re: RandomizeNextEntry that never plays the same entry twice in a row
That would be the most extreme case, but realistically, we just want to avoid the last entry to replay. Simply storing the previous result globally is enough The problem is that RandomizeNextEntry is *not* a normal sequence instruction. It's handled by the Sequencer itself, setting a static flag on ...
- Tue Mar 26, 2024 5:59 am
- Forum: Dialogue System for Unity
- Topic: RandomizeNextEntry that never plays the same entry twice in a row
- Replies: 3
- Views: 311
RandomizeNextEntry that never plays the same entry twice in a row
RandomizeNextEntry is extremely useful, and I've made quite a large usage of it, however it causes a lot of accidental repetitions. In FMOD, the default randomization behavior is to avoid repetition. There isn't even a great need for complexity, just avoid playing the last entry that was randomly se...
- Mon Jan 29, 2024 6:12 pm
- Forum: Dialogue System for Unity
- Topic: Bug: compile error when using USE_ADDRESSABLES
- Replies: 1
- Views: 461
Bug: compile error when using USE_ADDRESSABLES
private static AudioClip LoadAudioClip(string audioFileName) { #if UNITY_EDITOR || USE_ADDRESSABLES AudioClip audioClip; #if UNITY_EDITOR audioClip = Resources.Load<AudioClip>(audioFileName); if (audioClip != null) return audioClip; #if USE_ADDRESSABLES var settings = AddressableAssetSettingsDefaul...
- Mon Dec 18, 2023 2:07 pm
- Forum: Dialogue System for Unity
- Topic: AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale
- Replies: 3
- Views: 5962
Re: AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale
I've changed the code to poll the animator instead of relying on timings // Copyright (c) Pixel Crushers. All rights reserved. using UnityEngine; using System.Collections; namespace PixelCrushers.DialogueSystem.SequencerCommands { /// <summary> /// Implements sequencer command: "AnimatorPlayWai...
- Mon Dec 18, 2023 10:45 am
- Forum: Dialogue System for Unity
- Topic: AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale
- Replies: 3
- Views: 5962
AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale
The default dialogue time setting is "real time", or Time.unscaledDeltaTime Most animators in most game run on Time.deltaTime, or Time.fixedDeltaTime However in AnimatorPlayWait, the line yield return StartCoroutine(DialogueTime.WaitForSeconds(animatorStateInfo.length)); Waits for dialogue...
- Thu Dec 14, 2023 8:38 am
- Forum: Dialogue System for Unity
- Topic: Show responses before the end of the default delay
- Replies: 10
- Views: 15420
Re: Show responses before the end of the default delay
No, that would cause more issues.
The continue button would disappear just before that actual part I wanted to skip in the first place.
The continue button would disappear just before that actual part I wanted to skip in the first place.
- Tue Dec 12, 2023 7:34 am
- Forum: Dialogue System for Unity
- Topic: Show responses before the end of the default delay
- Replies: 10
- Views: 15420
Re: Show responses before the end of the default delay
I found that it causes a lot less issues to run a separate sequencer command: public void SkipSubtitleAnimationIfResponses(Subtitle subtitle) { ConversationState state = DialogueManager.currentConversationState; bool isMenuNext = !state.hasNPCResponse && state.hasPCResponses; if (isMenuNext)...
- Tue Dec 12, 2023 6:17 am
- Forum: Dialogue System for Unity
- Topic: Is there an Undo system ?
- Replies: 7
- Views: 8337
Re: Is there an Undo system ?
Ok, then I appear to have found a bug, because ctrl-z absolutely does not undo the last bit of typed text.
Instead it undoes the last thing I did outside the dialogue editor (let's say changing the material on a UI component), and resets the dialogue database to the last unity save.
Instead it undoes the last thing I did outside the dialogue editor (let's say changing the material on a UI component), and resets the dialogue database to the last unity save.
- Mon Dec 11, 2023 4:46 pm
- Forum: Dialogue System for Unity
- Topic: Is there an Undo system ?
- Replies: 7
- Views: 8337
Re: Is there an Undo system ?
Does the dialogue editor window have its own undo system then?
I still don't understand the "you cannot undo this action" message since, again, nothing appears undoable in the editor.
Even ctrl-z in a single dialogue text field to remove the last written letter doesn't appear to work.
I still don't understand the "you cannot undo this action" message since, again, nothing appears undoable in the editor.
Even ctrl-z in a single dialogue text field to remove the last written letter doesn't appear to work.