Search found 4 matches
- Tue Mar 12, 2024 12:47 pm
- Forum: Dialogue System for Unity
- Topic: Trouble displaying Use Message
- Replies: 3
- Views: 200
Re: Trouble displaying Use Message
Hey Tony, thanks for the reply. I double checked that I have everything needed under the proximity selector list. I was missing a Selector Use Standard UI Elements which I have now added, but no luck. When I play the scene I can see that the Main Selector Panel from Basic Standard UI Selector Elemen...
- Tue Mar 12, 2024 11:57 am
- Forum: Dialogue System for Unity
- Topic: Trouble displaying Use Message
- Replies: 3
- Views: 200
Trouble displaying Use Message
I have a quest that involves collecting a certain number of elements. What I am trying to do is that if the quest is active, when the player approaches the object to collect, there is a Use Message on top of the object that says "Gather". The functionality of picking up is working correctl...
- Mon Mar 11, 2024 6:52 am
- Forum: Dialogue System for Unity
- Topic: Setting up a follow-up dialogue
- Replies: 2
- Views: 257
Re: Setting up a follow-up dialogue
Update: Nevermind, I figured it out It was much simpler than I was thinking.
I just made a second node from the start node of convo1 and set the bool check on each of the first nodes. If the bool is true, it follows the second node. So convo2 is unnecessary.
I just made a second node from the start node of convo1 and set the bool check on each of the first nodes. If the bool is true, it follows the second node. So convo2 is unnecessary.
- Mon Mar 11, 2024 6:31 am
- Forum: Dialogue System for Unity
- Topic: Setting up a follow-up dialogue
- Replies: 2
- Views: 257
Setting up a follow-up dialogue
Hi, I am learning to use the Dialogue System, and I am having trouble with this, though I am guessing it must be quite simple. I have two different conversations for a NPC in a scene, let's say convo1 and convo2. I would like that when the player first speaks to the NPC, convo1 is triggered (this is...