Search found 14 matches
- Sun Nov 26, 2023 12:00 am
- Forum: Dialogue System for Unity
- Topic: Couple Questions - Bark Logic, Quest Localization
- Replies: 3
- Views: 443
Re: Couple Questions - Bark Logic, Quest Localization
That's wonderful. Thank you!
- Thu Nov 23, 2023 12:34 am
- Forum: Dialogue System for Unity
- Topic: Couple Questions - Bark Logic, Quest Localization
- Replies: 3
- Views: 443
Couple Questions - Bark Logic, Quest Localization
I have a few questions about random things are have come up for me recently. 1. I noticed that unfortunately Quests don't seem to support Unity Localization. It appears to be on the road map - curious if there are updates on that? 2. Bark doesn't seem to have any translation/localization ability, so...
- Tue Nov 21, 2023 10:45 pm
- Forum: Dialogue System for Unity
- Topic: "PC Subtitle Panel" not disabled when "Response Menu Panel" comes up
- Replies: 3
- Views: 355
Re: "PC Subtitle Panel" not disabled when "Response Menu Panel" comes up
Thanks Tony. This seems to be working like a charm
Apologies for my delay, I forgot to enable email notifications on this thread.
Apologies for my delay, I forgot to enable email notifications on this thread.
- Sun Nov 19, 2023 2:28 pm
- Forum: Dialogue System for Unity
- Topic: Branching Dialogue - Remembering Previously Displayed Branches
- Replies: 3
- Views: 466
- Sun Nov 19, 2023 1:38 pm
- Forum: Dialogue System for Unity
- Topic: "PC Subtitle Panel" not disabled when "Response Menu Panel" comes up
- Replies: 3
- Views: 355
"PC Subtitle Panel" not disabled when "Response Menu Panel" comes up
Hello, My player is having an internal dialogue and will be presented with a choice in what to say/think next. However when I have the player's dialogue in the Conversation immediately before the choice split (Response), it doesn't disable the PC Subtitle Panel game object when it brings up the Resp...
- Wed Nov 08, 2023 7:47 pm
- Forum: Dialogue System for Unity
- Topic: Branching Dialogue - Remembering Previously Displayed Branches
- Replies: 3
- Views: 466
Branching Dialogue - Remembering Previously Displayed Branches
I've seen a few threads on here that are similar to what I need, but I haven't found a way to implement it that's scalable for my needs. An example of my dialogue looks like the below image, which is pretty typical of my NPC conversations. The player approaches the NPC, gets sent on a quest, comes b...
- Sun Oct 29, 2023 10:20 pm
- Forum: Dialogue System for Unity
- Topic: New Input System - RegisterInputAction() Doesn't Exist
- Replies: 4
- Views: 420
Re: New Input System - RegisterInputAction() Doesn't Exist
I see. It's not available in eval. Okay, no problem. I'll pick up the full version now because this asset is looking good and the support has been great.
Thanks
Thanks
- Sun Oct 29, 2023 10:10 pm
- Forum: Dialogue System for Unity
- Topic: New Input System - RegisterInputAction() Doesn't Exist
- Replies: 4
- Views: 420
Re: New Input System - RegisterInputAction() Doesn't Exist
I'm not able to because it is greyed-out.
I thought perhaps just adding the "USE_NEW_INPUT" Scripting Define Symbol was enough to enable it.- Sun Oct 29, 2023 2:56 pm
- Forum: Dialogue System for Unity
- Topic: New Input System - RegisterInputAction() Doesn't Exist
- Replies: 4
- Views: 420
New Input System - RegisterInputAction() Doesn't Exist
Does anyone know what I'm doing wrong here? I checked the InputDeviceManager script and RegisterInputAction() and UnregisterInputAction() functions don't exist in there.
Is this something I'm manually supposed to code into the InputDeviceManager script?
Is this something I'm manually supposed to code into the InputDeviceManager script?
- Sat Oct 28, 2023 12:15 am
- Forum: Dialogue System for Unity
- Topic: Does it Support Unity's Localization?
- Replies: 9
- Views: 552
Re: Does it Support Unity's Localization?
Thanks. I've sent it over to you.