Search found 4 matches
- Wed Jul 05, 2023 11:10 am
- Forum: Dialogue System for Unity
- Topic: Wrong portrait name displaying when multiple NPCs same conversation
- Replies: 6
- Views: 274
Re: Wrong portrait name displaying when multiple NPCs same conversation
The conversation involves the player yes, but setting the conversation's Actor to the Player actor doesnt resolve my problem. So here is what I have done : I have set the conversation participants to A and B, edited the GetCharacterInfo method to pick portrait from database only. And finally, I redi...
- Fri Jun 30, 2023 9:32 am
- Forum: Dialogue System for Unity
- Topic: Wrong portrait name displaying when multiple NPCs same conversation
- Replies: 6
- Views: 274
Re: Wrong portrait name displaying when multiple NPCs same conversation
I tried but this does not change anything sadly :cry: For now since our game is a prototype I will edit the method creating the character info so it will ignore dialogueActor and only pick from database. public CharacterInfo GetCharacterInfo(int id, Transform character) I know its not very clean fro...
- Fri Jun 30, 2023 6:20 am
- Forum: Dialogue System for Unity
- Topic: Wrong portrait name displaying when multiple NPCs same conversation
- Replies: 6
- Views: 274
Re: Wrong portrait name displaying when multiple NPCs same conversation
Hello,
Thank you for your response,
Yes thats what I understood by reading the documentation.
Is there a way to bypass this design and force the actor to be like the conversation in database ? (other than setting actors to null)
Thank you for your response,
Yes thats what I understood by reading the documentation.
Is there a way to bypass this design and force the actor to be like the conversation in database ? (other than setting actors to null)
- Thu Jun 29, 2023 12:28 pm
- Forum: Dialogue System for Unity
- Topic: Wrong portrait name displaying when multiple NPCs same conversation
- Replies: 6
- Views: 274
Wrong portrait name displaying when multiple NPCs same conversation
Hello, I have a conversation between 2 NPCs and the player. Lets call them A and B . Everyone has a DialogueActor component used for Barks. To launch the conversation the player can either talk to A or B . It will then call DialogueManager.StartConversation(conversationName, player.transform, npcTra...