Search found 17 matches
- Sun Dec 15, 2024 3:55 pm
- Forum: Dialogue System for Unity
- Topic: Bug using Dialogue System Events component
- Replies: 4
- Views: 467
Re: Bug using Dialogue System Events component
We were using Unity 2022.3.41f1 and following your advice updated to the latest available Unity 2022.3.54f1. Unfortunately the buggy behaviour persisted. As you suggested we then tried using a DS trigger component instead, which seems to work fine for our use case. Still, it'd be a shame not being a...
- Fri Dec 13, 2024 12:04 pm
- Forum: Dialogue System for Unity
- Topic: Bug using Dialogue System Events component
- Replies: 4
- Views: 467
Bug using Dialogue System Events component
Hello, I'm encountering a very weird bug concerning the Dialogue System Events component. I've set it up to react to dialgue state between the player and a boss enemy. When setting up the events in the inspector all references to different methods are properly set up on the OnConversationEnd event. ...
- Thu Sep 26, 2024 4:55 am
- Forum: Dialogue System for Unity
- Topic: Combining timeline and conversation at a timescale of 0
- Replies: 5
- Views: 361
Re: Combining timeline and conversation at a timescale of 0
Hello, I tried this but I didn't get the desired result. Behaviour remained the same. I'm now trying another approach by not using the trigger component. Instead I directly call StartConversation() by script after hooking into the playabledirector.stopped event. I think I'll get it to behave the way...
- Tue Sep 24, 2024 4:45 pm
- Forum: Dialogue System for Unity
- Topic: Combining timeline and conversation at a timescale of 0
- Replies: 5
- Views: 361
Re: Combining timeline and conversation at a timescale of 0
Hello Tony,
here the screenshot:
https://ibb.co/3MCjBtP
I arranged the components in order for the director and the signal receiver to be visible too, so you can hopefully see what I'm aiming for.
here the screenshot:
https://ibb.co/3MCjBtP
I arranged the components in order for the director and the signal receiver to be visible too, so you can hopefully see what I'm aiming for.
- Mon Sep 23, 2024 5:15 pm
- Forum: Dialogue System for Unity
- Topic: Combining timeline and conversation at a timescale of 0
- Replies: 5
- Views: 361
Combining timeline and conversation at a timescale of 0
Hello, I'm trying to have a specific behaviour. I want the following behaviour: A power-up game object with a timeline cutscene attached to it. Upon entering the power-up's trigger2d the timescale is set to 0 and the acquire power-up cutscene is started. At the end of the timeline a signal enables a...
- Thu Jun 13, 2024 2:47 am
- Forum: Dialogue System for Unity
- Topic: Reset Lua variable on Checkpoint/Scene load
- Replies: 5
- Views: 423
Re: Reset Lua variable on Checkpoint/Scene load
Alright, I think I can work with the hints you gave me. Thank you again for your time.
- Wed Jun 12, 2024 12:16 pm
- Forum: Dialogue System for Unity
- Topic: Reset Lua variable on Checkpoint/Scene load
- Replies: 5
- Views: 423
Re: Reset Lua variable on Checkpoint/Scene load
Hello Tony, thank you for your quick reply. 2. Or keep two saved game data records. It's actually what I built. I use that approach to be able to have two data sets on record and being able to load either one according to given situations. Yes. You can hook into the SaveSystem.saveDataApplied C# eve...
- Tue Jun 11, 2024 6:16 am
- Forum: Dialogue System for Unity
- Topic: Reset Lua variable on Checkpoint/Scene load
- Replies: 5
- Views: 423
Reset Lua variable on Checkpoint/Scene load
Hi, I'm using the DS Standard Scene Transition Manager together with the DS save and inbuilt quest system. I have also my own custom autosave/load on scene Transition and checkpoint save/load within scenes. Now I started trying to author a simple kill x mobs quest. The scene holds enemy game objects...
- Fri May 10, 2024 5:52 am
- Forum: Dialogue System for Unity
- Topic: Animations playable on paused Timeline
- Replies: 3
- Views: 268
Re: Animations playable on paused Timeline
Thanks for your clarification Tony. Luckily I asked pretty early, saved me many frustrating hours.
- Thu May 09, 2024 3:40 pm
- Forum: Dialogue System for Unity
- Topic: Animations playable on paused Timeline
- Replies: 3
- Views: 268
Animations playable on paused Timeline
Hello, so I've been doing some cutscene work with Timeline and the sequencer commands for a dialogue with some small branching. I would like to be able to play animations (think shaking one's head, sighing, waving hand etc.) on specific dialogue entries while I've set the timeline to speed = 0. I ne...