Search found 12 matches
- Tue Feb 04, 2025 2:16 pm
- Forum: Dialogue System for Unity
- Topic: Some Improvements for Scripts
- Replies: 2
- Views: 888
Re: Some Improvements for Scripts
Thanks! Looking forward to the next update!
- Tue Feb 04, 2025 12:50 pm
- Forum: Dialogue System for Unity
- Topic: Some Improvements for Scripts
- Replies: 2
- Views: 888
Some Improvements for Scripts
Hello, I’d like to suggest some small improvements: StandardUIQTEControls.cs – Add a null check in IsQTEIndicatorVisible to prevent issues when QTEIndicator is destroyed in certain cases. DialogueSystemTrigger.cs – Modify Start to check colliders in child objects to support scenarios where colliders...
- Fri Jul 26, 2024 6:01 pm
- Forum: Dialogue System for Unity
- Topic: StopResponseMenuSequence Method Issue
- Replies: 1
- Views: 433
StopResponseMenuSequence Method Issue
Hello, In ConversationView, the StopResponseMenuSequence method calls m_sequencer.Stop(); followed by m_sequencer.StopAllCoroutines();. This stops the DestroyAfterOneFrame coroutine in the Sequencer, preventing SequencerCommand from being destroyed. Would calling m_sequencer.StopAllCoroutines(); bef...
- Mon Apr 29, 2024 3:11 pm
- Forum: Dialogue System for Unity
- Topic: Issue Encountered When Using Sequencer Command to Control ContinueMode
- Replies: 3
- Views: 501
Re: Issue Encountered When Using Sequencer Command to Control ContinueMode
Thank you for your reminder!
- Mon Apr 29, 2024 12:10 pm
- Forum: Dialogue System for Unity
- Topic: Issue Encountered When Using Sequencer Command to Control ContinueMode
- Replies: 3
- Views: 501
Issue Encountered When Using Sequencer Command to Control ContinueMode
Version 2.2.45 1. SetContinueMode(original) Has No Effect It seems that in Sequencer.HandleSetContinueModeInternally, the originally correct code has been commented out, resulting in incorrect functionality in the current version. For example, lines 2724, 2733, and 2734 have been commented out. 2. C...
- Fri Mar 29, 2024 9:33 am
- Forum: Dialogue System for Unity
- Topic: BUG: DrawLocalizedVersions method of Actor Section fails to draw Display Name
- Replies: 4
- Views: 424
Re: BUG: DrawLocalizedVersions method of Actor Section fails to draw Display Name
Thank you, this is very helpful.
Just a reminder, in Scripts\Editor\Dialogue Editor\DialogueEditorWindowActorSection.cs, Line: 287 calls the DrawLocalizedVersions method, similar to what's done in DialogueEditorWindowItemSection.cs. The Quest Section displays correctly, but the Actor Section does not.
Just a reminder, in Scripts\Editor\Dialogue Editor\DialogueEditorWindowActorSection.cs, Line: 287 calls the DrawLocalizedVersions method, similar to what's done in DialogueEditorWindowItemSection.cs. The Quest Section displays correctly, but the Actor Section does not.
- Fri Mar 29, 2024 9:11 am
- Forum: Dialogue System for Unity
- Topic: BUG: DrawLocalizedVersions method of Actor Section fails to draw Display Name
- Replies: 4
- Views: 424
Re: BUG: DrawLocalizedVersions method of Actor Section fails to draw Display Name
Thank you, this is effective. I have one more question: why don't the Templates for Items, Locations, and Variables have a 'Main' checkbox?
- Thu Mar 28, 2024 11:28 pm
- Forum: Dialogue System for Unity
- Topic: BUG: DrawLocalizedVersions method of Actor Section fails to draw Display Name
- Replies: 4
- Views: 424
BUG: DrawLocalizedVersions method of Actor Section fails to draw Display Name
v 2.2.44.1 The Actor Section fails to draw the Localized Versions for Display Name. This seems to be caused by incorrect values in DialogueEditorWindow.languages. Additionally, I would like to inquire about how to draw the Localized Versions of Description in the Actor Section. Could you provide a c...
- Wed Mar 27, 2024 9:17 pm
- Forum: Dialogue System for Unity
- Topic: Custom Text Conversion
- Replies: 5
- Views: 458
Re: Custom Text Conversion
Thank you, very helpful.
- Wed Mar 27, 2024 7:40 pm
- Forum: Dialogue System for Unity
- Topic: Custom Text Conversion
- Replies: 5
- Views: 458
Re: Custom Text Conversion
Thank you for giving me a different perspective. Since this kind of conversion needs to be applied widely across the database and typically only happens once at the start of the game, if I want to avoid disrupting the DialogueSystem UI and avoid subclassing many UI components, can I directly filter ...