Search found 5 matches
- Wed Jul 03, 2024 7:19 am
- Forum: Dialogue System for Unity
- Topic: Add a dialogue system trigger in code and start a conversation onuse
- Replies: 1
- Views: 68
Add a dialogue system trigger in code and start a conversation onuse
Add a dialogue system trigger in code and start a conversation onuse. I have a random npc character the is generated through code (at runtime), so I need to add a dialoguesystemtrigger , as a component at runtime. eg. if (addDialogueSystemTriggers) { DialogueSystemTrigger dialogueSystemTrigger = Bas...
- Sun Sep 10, 2023 12:23 am
- Forum: Dialogue System for Unity
- Topic: How to Continue Conversations
- Replies: 25
- Views: 13633
- Sat Sep 09, 2023 9:34 am
- Forum: Dialogue System for Unity
- Topic: How to Continue Conversations
- Replies: 25
- Views: 13633
Re: How to Continue Conversations
Inside the dialogue system I SetContinueMode(true); in certain places where the npc's have conversations with themselves. If I don't, there conversation skips to when the player says something. I'd like to SetContinueMode(false); in Conversation end and Conversation cancel so SetContinueMode(true); ...
- Sun Jul 02, 2023 5:24 am
- Forum: Dialogue System for Unity
- Topic: Saving component data
- Replies: 3
- Views: 389
Re: Saving component data
Thank-you so much! using Pathfinding; using System; using UnityEngine; // C: \Unity\Fulfillment\Assets\Plugins\Pixel Crushers\Common\Templates\SaverTemplate.cs namespace PixelCrushers { public class SaveAiDestination : Saver // Rename this class. { Transform target; public override string RecordData...
- Sat Jun 24, 2023 2:29 am
- Forum: Dialogue System for Unity
- Topic: Saving component data
- Replies: 3
- Views: 389
Saving component data
Hi, I was wondering if there was a "save component state" in the savers. I can save position etc. but during quests I give a npc a point transform to walk to, and this is not saved. [it's placed in a public component eg public transform destination] Do I need to write a custom script for t...