Search found 21 matches
- Sun Jan 19, 2025 10:44 pm
- Forum: Dialogue System for Unity
- Topic: Checking if Dialogue UI is Current Dialogue UI
- Replies: 2
- Views: 710
Re: Checking if Dialogue UI is Current Dialogue UI
Hi Tony, we are using entirely separate UI for different FX throughout the game. Your suggestion was what I was looking for, although in turned out I had checked "Don't Deactivate Main Panel" for some reason. I unchecked it and now it is never visible when its not being used, so problem so...
- Thu Jan 16, 2025 11:46 pm
- Forum: Dialogue System for Unity
- Topic: Checking if Dialogue UI is Current Dialogue UI
- Replies: 2
- Views: 710
Checking if Dialogue UI is Current Dialogue UI
Hi Tony, we are currently crunching to try and get a new build out in time for Tribeca late submissions, so I'm setting up a system where we can easily switch between different dialogue templates for different fx. It mostly works. However, I have some templates that have things like pop in animation...
- Thu Jan 16, 2025 11:31 pm
- Forum: Dialogue System for Unity
- Topic: Alternative to OnConversationLine for Translation For Dialogue Options
- Replies: 4
- Views: 734
Re: Alternative to OnConversationLine for Translation For Dialogue Options
Thanks Tony. You've allowed us to finally escape the Ratio Ruins! 

- Sat Jan 11, 2025 11:07 am
- Forum: Dialogue System for Unity
- Topic: Alternative to OnConversationLine for Translation For Dialogue Options
- Replies: 4
- Views: 734
Re: Alternative to OnConversationLine for Translation For Dialogue Options
For clarity's sake here are some screen shots depicting our issue.
- Sat Jan 11, 2025 10:41 am
- Forum: Dialogue System for Unity
- Topic: Alternative to OnConversationLine for Translation For Dialogue Options
- Replies: 4
- Views: 734
Alternative to OnConversationLine for Translation For Dialogue Options
Hello, we have a question about the Dialogue system. We're using OnConversationLine() to translate dialouge text right before it is shown to the user. This works fine for 99% of cases, but we have dialogue options that say Yes No. Those are not being translated, and OnConversationLine() doesn't seem...
- Sun Dec 01, 2024 1:32 pm
- Forum: Dialogue System for Unity
- Topic: Ripping Out Animators/Animation
- Replies: 3
- Views: 2876
Re: Ripping Out Animators/Animation
Yes, that is indeed what I am doing, and it appears that your proposed fix worked. Thanks! This will be a big gain for our webGL games. 

- Sat Nov 30, 2024 11:01 pm
- Forum: Dialogue System for Unity
- Topic: Ripping Out Animators/Animation
- Replies: 3
- Views: 2876
Ripping Out Animators/Animation
Hi, I may be biting off more than I can chew here, but I'm wondering if you can point me in the right direction possibly. I'm attempting to rip out the animation package of the Unity Engine. Doing this gives me some pretty big gains in both performance and build size for webGL. We don't use any anim...
- Wed Mar 13, 2024 11:19 pm
- Forum: Dialogue System for Unity
- Topic: Mismatch between portraits and dialogue when stopping a conversation and starting a new one
- Replies: 10
- Views: 2122
Re: Mismatch between portraits and dialogue when stopping a conversation and starting a new one
Removing the animation appears to have solved the issue. Thanks Tony!
- Tue Mar 12, 2024 12:55 pm
- Forum: Dialogue System for Unity
- Topic: Mismatch between portraits and dialogue when stopping a conversation and starting a new one
- Replies: 10
- Views: 2122
Re: Mismatch between portraits and dialogue when stopping a conversation and starting a new one
Hi Tony, that seems like a good idea. I've set up the barks conversation I'm testing to have appropriate actor assignments. However, it does not appear to completely resolve the issue unfortunately. I'm recording video of my bug testing. I'll post it here in case you can give me any insight https://...
- Mon Mar 11, 2024 1:20 pm
- Forum: Dialogue System for Unity
- Topic: Mismatch between portraits and dialogue when stopping a conversation and starting a new one
- Replies: 10
- Views: 2122
Re: Mismatch between portraits and dialogue when stopping a conversation and starting a new one
Hi Tony, I updated my Set Emotion function to the following: public void SetEmotion(string name, string ID) { var actorName = name; var actor = DialogueManager.MasterDatabase.GetActor(actorName); var info = DialogueManager.ConversationModel.GetCharacterInfo(actor.id); string emotionName; int emotion...