Search found 5 matches
- Fri Oct 18, 2024 6:11 am
- Forum: Dialogue System for Unity
- Topic: Multiple UIs
- Replies: 8
- Views: 144
Re: Multiple UIs
Hi Tony! I've encountered a few more issues trying to use SetPanel(). The first was even though I did not set a portrait name on the subtitle panel a null reference was thrown on StandarUISubtitlePanel.cs:733 SetPortraitName(string actorName). Even though no portrait name was assigned in the inspect...
- Thu Oct 17, 2024 10:20 am
- Forum: Dialogue System for Unity
- Topic: Multiple UIs
- Replies: 8
- Views: 144
Re: Multiple UIs
Ah ok, makes sense now, thanks you. Thought it had to be a game object. Will try this out!
- Thu Oct 17, 2024 10:12 am
- Forum: Dialogue System for Unity
- Topic: Multiple UIs
- Replies: 8
- Views: 144
Re: Multiple UIs
Hi, If you can use different subtitle panels in the same dialogue UI, it might be easier. You wouldn't have to write any code. Use [panel=#] tags or SetPanel() sequencer commands in your conversation. Wouldn't the [panel=#] tag have to be included in all dialogue texts for it to take effect for all...
- Thu Oct 17, 2024 10:02 am
- Forum: Dialogue System for Unity
- Topic: Multiple UIs
- Replies: 8
- Views: 144
Re: Multiple UIs
Hi Tony, thanks for the reply. I stumbled upon the StartConversation overloads and was wondering if the following would be a viable solution: Create a conversation field called "SubtitlePanelIndex" Create a DialogueUI with multiple Subtitle Panels Create an overload of the StartConversatio...
- Thu Oct 17, 2024 4:41 am
- Forum: Dialogue System for Unity
- Topic: Multiple UIs
- Replies: 8
- Views: 144
Multiple UIs
Hi! I know this has been asked a couple of times but none of the solutions quite match the needs of our setup. We have very linear (mostly an NPC talking to the player) monolgues with no conversants and no reply options thus there are no actor game objects present in any scene. Conversations are tri...