Search found 14 matches
- Sun Dec 27, 2015 2:22 pm
- Forum: Dialogue System for Unity
- Topic: Saving and Loading Mid-Dialogue
- Replies: 5
- Views: 1995
Re: Saving and Loading Mid-Dialogue
Hi, I am trying to save my game using the Game Saver component, but it does not appear to be working as expected. My work environment is as follows: 1) I have 3 Unity UI Save buttons and 3 Unity UI Load buttons, each with a Game Saver component. 2) Each button is set with the Player Prefs Key as &qu...
- Sat Dec 26, 2015 5:13 pm
- Forum: Dialogue System for Unity
- Topic: Saving and Loading Mid-Dialogue
- Replies: 5
- Views: 1995
Re: Saving and Loading Mid-Dialogue
Hi,
Thank you very much for the information. That first part makes a lot of sense. As for the actual saving part, you have so far assisted using the PersistentDataManager class. Could I also save this using the GameSaver component?
Thank you very much for the information. That first part makes a lot of sense. As for the actual saving part, you have so far assisted using the PersistentDataManager class. Could I also save this using the GameSaver component?
- Sun Dec 20, 2015 1:10 am
- Forum: Dialogue System for Unity
- Topic: Saving and Loading Mid-Dialogue
- Replies: 5
- Views: 1995
Saving and Loading Mid-Dialogue
Hello, I am back again with some more questions. Of course, I have searched the documentation as well as the forum, but haven't found anything that can lead me towards my specific inquiry. Because my game is 100% text based, I was wondering if there is a way to save a game in the middle of a convers...
- Tue Dec 15, 2015 10:45 am
- Forum: Dialogue System for Unity
- Topic: Auto/ Skip buttons?
- Replies: 6
- Views: 3796
Re: Auto/ Skip buttons?
Hi Tony, Once again, thank you for the quick reply. I will attempt to clarify the auto button a bit more. Currently, I have my Dialogue System defaults set up such that it does not proceed automatically. It requires a continue button click after each node, and when there is a player response, it wil...
- Tue Dec 15, 2015 5:59 am
- Forum: Dialogue System for Unity
- Topic: Auto/ Skip buttons?
- Replies: 6
- Views: 3796
Re: Auto/ Skip buttons?
Hi Tony, First, thank you very much for your prompt reply. I wanted to get back to you sooner, but was caught up with a few things and never had the opportunity to until now. 1) Perhaps I should have made this more clear in my initial post, but for the Auto button I wanted to use a toggle to enable/...
- Sat Oct 17, 2015 9:04 pm
- Forum: Dialogue System for Unity
- Topic: Auto/ Skip buttons?
- Replies: 6
- Views: 3796
Auto/ Skip buttons?
Hello, I am creating a game that highly utilizes the Dialogue System for Unity, as the game is very text-based. I was wondering if there was any way to create 2 things: 1) An auto button, which triggers a flag of sorts, telling the dialogue system to continue the text automatically based on the voic...
- Tue Jun 30, 2015 9:29 pm
- Forum: Dialogue System for Unity
- Topic: Any way to temporarily pause dialogue?
- Replies: 1
- Views: 723
Any way to temporarily pause dialogue?
Hi, I'm wondering if there's any way I can pause dialogue for a given period of time. For example, in the middle of a conversation, I have a sequence of animations happen and I only want the text to continue only after the animation has been completed. It would be great if anyone can help me with th...
- Tue Jun 30, 2015 8:30 pm
- Forum: Dialogue System for Unity
- Topic: LoadLevel Sequencer Command not working as expected
- Replies: 1
- Views: 639
LoadLevel Sequencer Command not working as expected
Hello, I am trying to create a custom sequencer command with my own LevelManager For some reason, I am unable to access my LevelManager's public functions, as demonstrated below. Capture.JPG Is there any reason why this may be happening? And also what can we do to work around this? Many thanks in ad...
- Tue May 12, 2015 8:13 am
- Forum: Dialogue System for Unity
- Topic: Continue Button Animation
- Replies: 5
- Views: 1432
Continue Button Animation
Sir, you are amazing. Thank you!
- Mon May 11, 2015 7:22 pm
- Forum: Dialogue System for Unity
- Topic: Continue Button Animation
- Replies: 5
- Views: 1432
Continue Button Animation
Hello,
I am trying to play a little animated icon, and have it only show at the end of a text segment. So far, it is visible, but it displays throughout the dialogue typing. Is there a way to make it visible only after the typewriter effect has finished? Thanks in advance!
I am trying to play a little animated icon, and have it only show at the end of a text segment. So far, it is visible, but it displays throughout the dialogue typing. Is there a way to make it visible only after the typewriter effect has finished? Thanks in advance!