Search found 8 matches
- Fri Apr 25, 2025 8:15 am
- Forum: Dialogue System for Unity
- Topic: Save System and Manager classes
- Replies: 3
- Views: 615
Re: Save System and Manager classes
Ok that's kind of what I figured. This will work just fine, thank you for the quick reply. The DS asset is already great, but the support for it makes it easily one of the best assets there is.
- Thu Apr 24, 2025 11:19 pm
- Forum: Dialogue System for Unity
- Topic: Save System and Manager classes
- Replies: 3
- Views: 615
Save System and Manager classes
Hello! If this has been asked/solved before, I couldn't find it for the life of me. I'm using the DS save system and it's coming together, but for some reason I can't figure out how to get my Manager classes to load when I load a game. What saver component should I be attaching to things like my Pla...
- Mon Mar 24, 2025 10:38 pm
- Forum: Dialogue System for Unity
- Topic: Unique animation based on conversation actor
- Replies: 1
- Views: 8970
Unique animation based on conversation actor
I'm currently using the Dialogue System Events component to set an animation trigger in the OnConversationStart event, which works fine. But if I wanted to set a different anim trigger based on certain NPCs, is there an easy way to do that or do I need to create a script to determine which NPC the p...
- Sat Mar 15, 2025 8:56 am
- Forum: Dialogue System for Unity
- Topic: How to make Usable component keep events in prefab
- Replies: 3
- Views: 2473
Re: How to make Usable component keep events in prefab
Example: A chest. I have a usable component attached to the chest, and I have a method on my player that I call from the OnUse, which rotates the player towards the chest and triggers and animation.
So in your example below, this is what I need to do?
So in your example below, this is what I need to do?
- Sat Mar 15, 2025 7:04 am
- Forum: Dialogue System for Unity
- Topic: How to make Usable component keep events in prefab
- Replies: 3
- Views: 2473
How to make Usable component keep events in prefab
Is there a way to keep events in the usable component stored in the prefab? I often reference my player, but these events wont' save in the prefab. I understand that the references can be scene dependant, so can I create some sort of reference class or something and attach it to the object the usabl...
- Fri Jan 17, 2025 1:11 pm
- Forum: Dialogue System for Unity
- Topic: Universal 'Lookat' for player?
- Replies: 1
- Views: 409
Universal 'Lookat' for player?
Hello! To put it simply, I'd like my player to look at whatever they are interacting with in the level. So, let's say I have a chest, with a Usable component... currently I'm adding an event in the OnUse(), then assigning the Player > Transform > Lookat > then assigning the door object. This works o...
- Fri Jan 17, 2025 1:00 pm
- Forum: Dialogue System for Unity
- Topic: Setting up interactive shop
- Replies: 3
- Views: 711
Re: Setting up interactive shop
Thank you, this worked perfectly! Just wanted to mention that in case anyone wants to do the same.
- Mon Dec 09, 2024 2:38 pm
- Forum: Dialogue System for Unity
- Topic: Setting up interactive shop
- Replies: 3
- Views: 711
Setting up interactive shop
Hello! I'm trying to set up a shop in my game. What I'm hoping to have is: A room full of items displayed on tables. I'd like the player to be able to go to each item, inspect it, and the shopkeeper NPC will explain what the item is, and how much it costs, then the player will have the option to buy...