Search found 9 matches
- Sat Mar 29, 2025 12:20 am
- Forum: Dialogue System for Unity
- Topic: How do distinguish between input devices?
- Replies: 3
- Views: 7170
Re: How do distinguish between input devices?
I set the "Actor" to an actor called "Player" that I marked as a player, but when the player (which has a dialogue actor component marked under a different actor, maybe that was keeping it from working) interacted with the usable it didn't set the Conversation Actor variable, it ...
- Fri Mar 28, 2025 8:24 pm
- Forum: Dialogue System for Unity
- Topic: How do distinguish between input devices?
- Replies: 3
- Views: 7170
How do distinguish between input devices?
I am creating a local multiplayer game and will have many devices connected at once. I have a script on each player that sets a bool to true or false when the Select key is pressed for their respective devices. Whenever I start a conversation as P1 with NPC, P2 can still click the "select"...
- Mon Mar 24, 2025 11:54 pm
- Forum: Dialogue System for Unity
- Topic: dialogue database in dialogue actor component keeps getting set to null
- Replies: 5
- Views: 10900
Re: dialogue database in dialogue actor component keeps getting set to null
Haha ohhh that's the issue :lol: I have it where the dialogue manager is instantiated as a prefab by another object (but that probably happens after the error triggers) so it results in it being null! :roll: Haha thanks so much I can't believe I didn't think of that :D Edit: I was able to fix the is...
- Mon Mar 24, 2025 9:38 pm
- Forum: Dialogue System for Unity
- Topic: dialogue database in dialogue actor component keeps getting set to null
- Replies: 5
- Views: 10900
Re: dialogue database in dialogue actor component keeps getting set to null
Thanks! I was worried because it was acting a bit weird, the reference to the Dialogue Database is just there to make it easier to get a reference to the actor name. (Really great QOL feature btw, this asset is stellar :D ) The real issue is the error I'm getting. It's working fine, I just get an er...
- Mon Mar 24, 2025 8:02 pm
- Forum: Dialogue System for Unity
- Topic: dialogue database in dialogue actor component keeps getting set to null
- Replies: 5
- Views: 10900
dialogue database in dialogue actor component keeps getting set to null
I have an object with a "Dialogue Actor" component on it, and I keep getting a null reference exception error here. protected virtual void OnEnable() { if (string.IsNullOrEmpty(actor)) return; CharacterInfo.RegisterActorTransform(actor, transform); // this is where the error occurs (line 1...
- Tue Jan 28, 2025 12:49 am
- Forum: Dialogue System for Unity
- Topic: Require Multiple Proximity Selectors Before Starting a Conversation
- Replies: 1
- Views: 531
Require Multiple Proximity Selectors Before Starting a Conversation
I'm making a local multiplayer game, and I have two different characters. I want to make it so that the conversation will only become useable by them when both of their proximity selectors are inside of the useable's range. It doesn't matter which player actually triggers the conversation, as long a...
- Fri Jan 24, 2025 1:45 am
- Forum: Dialogue System for Unity
- Topic: Best Way to Link Multiple Conversations Together?
- Replies: 1
- Views: 430
Best Way to Link Multiple Conversations Together?
For example, if I want a conversation to play when I use a Useable, I might want one conversation to play that says "Go get this item!" Then the object will wait until that item is got (or whatever condition must be met) and it will be able to trigger the second conversation "Great jo...
- Mon Jan 20, 2025 11:31 am
- Forum: Dialogue System for Unity
- Topic: Starting a conversation makes the button not work for anything else anymore
- Replies: 3
- Views: 772
Re: Starting a conversation makes the button not work for anything else anymore
Worked perfect! Thanks so much!
- Mon Jan 20, 2025 2:03 am
- Forum: Dialogue System for Unity
- Topic: Starting a conversation makes the button not work for anything else anymore
- Replies: 3
- Views: 772
Starting a conversation makes the button not work for anything else anymore
I am using the New Input System and have an input action asset. I have set it up and it works so that when I enter the dialogue system trigger and press "X," the conversation will start. I have also followed the instructions so that pressing X during the conversation emulates pressing the ...