Search found 21 matches

by Voltage3000
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...
by Voltage3000
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...
by Voltage3000
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! :D
by Voltage3000
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.
by Voltage3000
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...
by Voltage3000
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. :D
by Voltage3000
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...
by Voltage3000
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://...
by Voltage3000
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...