Search found 15 matches
- Wed May 14, 2025 10:15 am
- Forum: Dialogue System for Unity
- Topic: How can I set certain dialogue nodes so that after they've been part of a conversation, they don't appear again when the
- Replies: 1
- Views: 4668
How can I set certain dialogue nodes so that after they've been part of a conversation, they don't appear again when the
How can I set certain dialogue nodes so that after they've been part of a conversation, they don't appear again when the conversation is re-initiated? "For example, if there are branching answers 1, 2, and 3, and the player chooses 2, when they talk to the character again, only options 1 and 3 ...
- Wed Mar 26, 2025 12:16 am
- Forum: Dialogue System for Unity
- Topic: How can I execute the subsequent actions only after the dialog block ends?
- Replies: 0
- Views: 9613
How can I execute the subsequent actions only after the dialog block ends?
I want to execute some events after certain dialogues. For instance, I want to play different animations after a dialogue, but right now, the event is triggered immediately after the corresponding dialogue block is executed, instead of after the dialogue ends. What should I do?
- Wed Feb 26, 2025 11:28 pm
- Forum: Dialogue System for Unity
- Topic: How can I make the subtitles automatically scroll to the bottom after clicking the continue button, without needing to d
- Replies: 1
- Views: 2813
How can I make the subtitles automatically scroll to the bottom after clicking the continue button, without needing to d
How can I make the subtitles automatically scroll to the bottom after clicking the continue button, without needing to drag the scroll wheel?
- Fri Jan 24, 2025 3:16 am
- Forum: Dialogue System for Unity
- Topic: How do I restore all Settings to default when I return to the main menu?
- Replies: 1
- Views: 686
How do I restore all Settings to default when I return to the main menu?
I am currently using both the Dialogue System and Quest Machine. When saving, I use: gameSaveData.DialogueData = PersistentDataManager.GetSaveData(); gameSaveData.QuestDataDict = SaveSystem.Serialize(SaveSystem.RecordSavedGameData()); When loading, I use: PersistentDataManager.ApplySaveData(gameSave...
- Sat Nov 02, 2024 4:10 am
- Forum: Dialogue System for Unity
- Topic: How can I create an effect where buttons become greyed out for dialogue content that has been repeated?
- Replies: 1
- Views: 991
How can I create an effect where buttons become greyed out for dialogue content that has been repeated?
How can I create an effect where buttons become greyed out for dialogue content that has been repeated? I’ve seen many RPGs do this.
- Thu Oct 31, 2024 9:05 am
- Forum: Dialogue System for Unity
- Topic: How can I implement a dialogue system like the one in Disco Elysium
- Replies: 2
- Views: 1616
- Thu Oct 31, 2024 9:05 am
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Do Skill Checks in Conversations
- Replies: 2
- Views: 6288
- Thu Oct 31, 2024 7:47 am
- Forum: Dialogue System for Unity
- Topic: How can I implement a dialogue system like the one in Disco Elysium
- Replies: 2
- Views: 1616
How can I implement a dialogue system like the one in Disco Elysium
How can I implement a dialogue system like the one in Disco Elysium, where the success of a conversation is determined by attribute-based probabilities? Do you have any ideas or approaches?
- Sun Oct 27, 2024 4:35 am
- Forum: Dialogue System for Unity
- Topic: how can I have the camera revert to the default player after the dialogue ends?
- Replies: 1
- Views: 1145
how can I have the camera revert to the default player after the dialogue ends?
I used CinemachineTarget, which allows me to direct the dialogue towards the speaker. However, how can I have the camera revert to the default player after the dialogue ends?
- Sat Oct 26, 2024 3:42 am
- Forum: Quest Machine
- Topic: How to save without using save system?
- Replies: 1
- Views: 5144
How to save without using save system?
I have a custom save system, so I don't want to use the default save system. I noticed that the Dialogue System supports Dialogue Database-Only Save. Similarly, I would like to ask how to save only the quest system's data without saving the entire system.



