Thank you for the code, I have attached it to a script on my dialogue actor gameobject, but still getting the same results, ie the custom dialogue panels are not being used.
I've checked to make sure the OverrideCharacterInfo is being triggered and it is.
Search found 8 matches
- Wed Oct 30, 2024 4:24 pm
- Forum: Dialogue System for Unity
- Topic: Custom subtitle panel not used on scene change
- Replies: 7
- Views: 230
- Wed Oct 30, 2024 3:22 pm
- Forum: Dialogue System for Unity
- Topic: Custom subtitle panel not used on scene change
- Replies: 7
- Views: 230
Re: Custom subtitle panel not used on scene change
I'm using LoadLevel() sequence in mid conversation, could that be the problem?
If so, should I use LoadLevel() at the end of a conversation, then trigger the next convo from within the next scene?
Thanks as always
If so, should I use LoadLevel() at the end of a conversation, then trigger the next convo from within the next scene?
Thanks as always
- Wed Oct 30, 2024 2:31 pm
- Forum: Dialogue System for Unity
- Topic: Custom subtitle panel not used on scene change
- Replies: 7
- Views: 230
Re: Custom subtitle panel not used on scene change
Sorry for my late reply to your helpful suggestions.
My actors are represented by gameobjects, and their custom subtitles are contained as children within the actor gameobject.
My actors are represented by gameobjects, and their custom subtitles are contained as children within the actor gameobject.
- Sun Sep 08, 2024 1:33 pm
- Forum: Dialogue System for Unity
- Topic: Custom subtitle panel not used on scene change
- Replies: 7
- Views: 230
Custom subtitle panel not used on scene change
Hi Tony, I'm using custom subtitle and menu panels for my characters based on your Bubble Subtitle Example. When I change scenes using LoadLevel() via the sequence, the dialogue manager reverts to using the Basic Standard UI defined in the DialogueSystemController, not the custom panels of the chara...
- Sat Sep 07, 2024 11:18 am
- Forum: Dialogue System for Unity
- Topic: Disable a specific response button
- Replies: 9
- Views: 262
Re: Disable a specific response button
Thank you so much!
- Fri Sep 06, 2024 2:50 pm
- Forum: Dialogue System for Unity
- Topic: Disable a specific response button
- Replies: 9
- Views: 262
Disable a specific response button
Hello, I'd like to set a specific response option's button to be disabled, ie interactable = false, if a certain condition is met. Wondering how to write the LUA to do this. I want the player to be able to see that they can't choose the option, so I'd be setting a specific "disabled" color...
- Wed Jan 24, 2024 11:00 am
- Forum: Dialogue System for Unity
- Topic: Using non-UI gameobjects as response buttons
- Replies: 3
- Views: 527
- Tue Jan 23, 2024 6:49 am
- Forum: Dialogue System for Unity
- Topic: Using non-UI gameobjects as response buttons
- Replies: 3
- Views: 527
Using non-UI gameobjects as response buttons
I'm creating a VR game incorporating Dialogue System, and want to use physical buttons the player pushes to trigger different responses (example image attached). Is there some documentation on how to accomplish this? I currently have the pushable button triggering StandardUIResponseButton.OnClick (o...