Search found 10 matches
- Tue Feb 25, 2025 3:39 am
- Forum: Dialogue System for Unity
- Topic: Add responses programatically
- Replies: 5
- Views: 5378
Re: Add responses programatically
Hi, Just use their actor IDs, which you can get from DialogueManager.masterDatabase. For example, to assign the "Player" actor to an entry: var playerActor = DialogueManager.masterDatabase.GetActor("Player"); someDialogueEntry.ActorID = playerActor.id; Since your runtime databas...
- Mon Feb 24, 2025 3:30 am
- Forum: Dialogue System for Unity
- Topic: Add responses programatically
- Replies: 5
- Views: 5378
Re: Add responses programatically
Hi, You might want to create an entire conversation at runtime. If so, please see: How To: Create Dialogue Database At Runtime Otherwise, you could make a subclass of StandardUIMenuPanel that overrides ShowResponses(), and completely ignore the Response[] array that's passed to it, instead adding y...
- Thu Feb 20, 2025 11:35 am
- Forum: Dialogue System for Unity
- Topic: Add responses programatically
- Replies: 5
- Views: 5378
Add responses programatically
Hi there. I'm trying to add a list of custom responses that are generated in a script to the dialogue manager. So far I've managed to find the specific response menu I need to access with the OnConversationResponseMenu event, and I can read the responses that exist, but I can't figure out a way to m...
- Sat Jan 11, 2025 6:33 am
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Re: Overriding actor and conversant from conversation database in script
Seems I sent that message a little to soon. I managed to fix my last problem, I had the player's override Dialogue UI set as the Dialogue Manager, which of course if it doesn't allow for custom UIs, it'll just not work at all. I added a new Basic Standard Dialogue UI to the Dialogue Manager's Canvas...
- Sat Jan 11, 2025 6:28 am
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Re: Overriding actor and conversant from conversation database in script
Hi, Ah, that makes sense. The NPC's Dialogue Actor component will tell the NPC to use its bubble subtitle panel regardless of which dialogue UI is being used -- unless the dialogue UI's Conversation UI Elements > Allow Dialogue Actor Custom Panels is UNticked. On the dialogue UI that's assigned to ...
- Fri Jan 10, 2025 7:10 pm
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Re: Overriding actor and conversant from conversation database in script
Hi, Add an Override Dialogue UI component to the player GameObject, and assign your default dialogue UI prefab. Set this Override Dialogue UI's Priority to a higher value than your bubble-using NPCs. When the player is the primary actor or conversant, the conversation will use the player's Override...
- Fri Jan 10, 2025 11:50 am
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Re: Overriding actor and conversant from conversation database in script
Hi, It must not be finding NPC2's GameObject, or it's using a different GameObject for some reason. Are there any warnings in the Console window about the registered transform for NPC2 being changed? Hi Tony, I actually just managed to solve my own problem. Weirdly there were no errors, and the inf...
- Fri Jan 10, 2025 11:48 am
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Re: Overriding actor and conversant from conversation database in script
I managed to solve it, so just for anyone else having a similar problem to me, this is what fixed it for me. In the conversation editor, if you press on a blank spot you see the default assigned actor and conversant. For me, the Player was the default conversant, because every other conversation hap...
- Fri Jan 10, 2025 9:09 am
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Re: Overriding actor and conversant from conversation database in script
Hi Tony, Thank you for the reply. Neither of the NPCs boxes are blue, only the player's boxes would show up in blue, but the conversation I want in bubbles doesn't include the player at all. I just checked all my actors and none of them are marked as "Is Player", other than the Player acto...
- Fri Jan 10, 2025 8:00 am
- Forum: Dialogue System for Unity
- Topic: Overriding actor and conversant from conversation database in script
- Replies: 11
- Views: 4528
Overriding actor and conversant from conversation database in script
Hi there. I'm working on a project currently where I have two NPCs that need to talk to each other through bubble UI. I've followed the example posted elsewhere on this forum to have a conversation being displayed through bubbles, which works perfectly. The problem I am having is that only NPC1's pa...