Search found 91 matches
- Fri Nov 05, 2021 3:36 pm
- Forum: Dialogue System for Unity
- Topic: Skipping to next conversation node in Cinemachine
- Replies: 3
- Views: 668
Skipping to next conversation node in Cinemachine
Hi there, I have a timeline setup in unity, cinemachine cameras, I have a conversation track and a continue conversation track. What I'm looking to do is skip to the next line, is there a simple way to do that? One option would be to somehow get all the clips from the timeline in some way, store the...
- Tue Aug 03, 2021 4:05 pm
- Forum: Dialogue System for Unity
- Topic: Cinemachine vs sequences - Specific behaviour
- Replies: 1
- Views: 304
Cinemachine vs sequences - Specific behaviour
Hi there, So here's the situation, I've used Dialogue system for all my projects, and am keen to keep using it for my latest project, but I'm looking to only use the backend and workflow side, all of the UI I intend to deal with myself. That being said, here's the situation. I want to control the fl...
- Sun Sep 13, 2020 9:00 am
- Forum: Dialogue System for Unity
- Topic: Upgrading from Version 1.x
- Replies: 9
- Views: 1072
Re: Upgrading from Version 1.x
Success! Thanks.
I managed to get up to latest for the Dialogue system and to Unity 2019 but this line of code now returns blank:
string lineToSay = FormattedText.ParseCode(subtitle.dialogueEntry.currentLocalizedDialogueText);
It works in Unity 5x, but not in 2019. Any ideas?
I managed to get up to latest for the Dialogue system and to Unity 2019 but this line of code now returns blank:
string lineToSay = FormattedText.ParseCode(subtitle.dialogueEntry.currentLocalizedDialogueText);
It works in Unity 5x, but not in 2019. Any ideas?
- Sat Sep 12, 2020 12:47 pm
- Forum: Dialogue System for Unity
- Topic: Upgrading from Version 1.x
- Replies: 9
- Views: 1072
Re: Upgrading from Version 1.x
Ok, I've got it successfully upgraded and compiling, thanks for the help! A lot of it works, but it looks like localisation changed quite a bit, there's probably a few things I need to change, starting with: DialogueManager.DisplaySettings.localizationSettings.localizedText; I was referring to this ...
- Sat Sep 12, 2020 3:24 am
- Forum: Dialogue System for Unity
- Topic: Upgrading from Version 1.x
- Replies: 9
- Views: 1072
Re: Upgrading from Version 1.x
Ok, good advice. So here's where I'm at. A bunch of things were referring to PixelCrushers.DialogueSystem.NGUI which needed to change to PixelCrushers.DialogueSystem.NGUISupport. Now the errors I'm left with relate to scripts that no longer exist: LocalizeLabel.cs LocalizeManager.cs LocalizeToString...
- Fri Sep 11, 2020 5:06 pm
- Forum: Dialogue System for Unity
- Topic: Upgrading from Version 1.x
- Replies: 9
- Views: 1072
Re: Upgrading from Version 1.x
So the order of events is: -Project is fine -Delete the Dialogue System Folder -Now over 50 errors for various scripts that refer to Dialogue System -You export those 50 scripts to an external package and remove them -Now you have 100 more errors referring to those scripts The instructions say the p...
- Fri Sep 11, 2020 4:27 pm
- Forum: Dialogue System for Unity
- Topic: Upgrading from Version 1.x
- Replies: 9
- Views: 1072
Upgrading from Version 1.x
Hi there! So, I'm looking to upgrade Dialogue System to 2x from 1.9, the guide says this: " Delete the entire Dialogue System folder. (If you're using Unity 5.x, do not do this until you've switched to Force Text serialization.) If you've moved any Third Party Support folders out of the Dialogu...
- Thu May 14, 2020 10:44 am
- Forum: Dialogue System for Unity
- Topic: What situation/call would create a new Dialogue Manager dynamically
- Replies: 5
- Views: 862
Re: What situation/call would create a new Dialogue Manager dynamically
We're back again! So here's what happens. Load new scene, it does not contain a dialogueManager, loads my data, at the end when I save my data before loading a new scene a new DialogueManager is created dynamically by your code. I then in my code find this new DialogueManager and delete it before lo...
- Wed May 06, 2020 4:37 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System: Lua code 'Dialog = Conversation[172].Dialog' threw exception 'Lookup of field 'Dialog' in the table
- Replies: 4
- Views: 615
Re: Dialogue System: Lua code 'Dialog = Conversation[172].Dialog' threw exception 'Lookup of field 'Dialog' in the table
So here's what this and the other issue was. The save operation in the previous scene was generating a default Dialogue Manager on the last frame of the previous scene as it was loading. I'm guessing some calls just generate one if one doesn't exist? That looks like it resolved the other sim status ...
- Wed May 06, 2020 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System: Lua code 'Dialog = Conversation[172].Dialog' threw exception 'Lookup of field 'Dialog' in the table
- Replies: 4
- Views: 615
Re: Dialogue System: Lua code 'Dialog = Conversation[172].Dialog' threw exception 'Lookup of field 'Dialog' in the table
So, I'm not using simstatus, but I think this is linked to this issue: https://www.pixelcrushers.com/phpbb/viewtopic.php?f=3&t=3123 Adjusting the script execution order didn't work, I have hundreds of calls to the manager so going through them to find which is the problem would take days so inst...