Search found 8 matches
- Thu Apr 17, 2025 8:48 am
- Forum: Dialogue System for Unity
- Topic: Using built in Dialogue System UI rather than Corgi UI
- Replies: 8
- Views: 1139
Re: Using built in Dialogue System UI rather than Corgi UI
You're just amazing Tony, thank you so much! Everything is working and the literature you provided was super on point. Is there a simple way to (rather than disable player input using a Conversation Zone) to instead preempt Corgi controls etc. if Dialogue Manager has a subtitle on screen? Basically ...
- Mon Apr 14, 2025 8:40 am
- Forum: Dialogue System for Unity
- Topic: Using built in Dialogue System UI rather than Corgi UI
- Replies: 8
- Views: 1139
Re: Using built in Dialogue System UI rather than Corgi UI
Thank you so much Tony! Hopefully this can be disposed of pretty quick: After setting everything back up with the assigned fields going where they ought to, it seems like I don't need to utilize Corgi features at all for dialogue (not sure why I thought that if the Engine was in the game that I *mus...
- Fri Apr 11, 2025 3:30 pm
- Forum: Dialogue System for Unity
- Topic: Using built in Dialogue System UI rather than Corgi UI
- Replies: 8
- Views: 1139
Re: Using built in Dialogue System UI rather than Corgi UI
Nevermind it looks like a substantial amount of stuff may have been unassigned from my custom setup on the Corgi import.
Thanks again for the quick response.
Thanks again for the quick response.
- Fri Apr 11, 2025 3:18 pm
- Forum: Dialogue System for Unity
- Topic: Using built in Dialogue System UI rather than Corgi UI
- Replies: 8
- Views: 1139
Re: Using built in Dialogue System UI rather than Corgi UI
I think this is set up correct? Screenshot 2025-04-11 at 2.13.36 PM.png I'm not sure if importing Corgi may have adjusted something about the way this was setup but this looks normal. I am, however, receiving the following warning and error (the NRE from CorgiEngine's Level Manager is not something ...
- Fri Apr 11, 2025 3:03 pm
- Forum: Dialogue System for Unity
- Topic: Using built in Dialogue System UI rather than Corgi UI
- Replies: 8
- Views: 1139
Using built in Dialogue System UI rather than Corgi UI
Corgi Integration Question: I feel like I'm going crazy. I've reviewed the documentation, watched the videos, and absolutely didn't want to bother before I posted this question. I feel like this topic should have been my 1:1 issue but for some reason I cannot resolve my problem following the instruc...
- Mon Mar 31, 2025 10:15 am
- Forum: Dialogue System for Unity
- Topic: How To Populate a Limited Pool of Conversations from a Larger Pool?
- Replies: 5
- Views: 4856
Re: How To Populate a Limited Pool of Conversations from a Larger Pool?
Thanks again Tony! Not sure how I missed that using directive. The above solution works like a charm for the randomization of all traits and we can set conditions like the below to make sure that the question is only asked once: //example of stuff that goes into the Inspector's "Conditions"...
- Sun Mar 30, 2025 2:24 pm
- Forum: Dialogue System for Unity
- Topic: How To Populate a Limited Pool of Conversations from a Larger Pool?
- Replies: 5
- Views: 4856
Re: How To Populate a Limited Pool of Conversations from a Larger Pool?
Thank you so much for the almost immediate reply Tony, you're just the best! I was able to implement the above code by providing an extension method for "Shuffle" as follows: using UnityEngine; using PixelCrushers.DialogueSystem; using System.Collections.Generic; public class StandardUIMen...
- Sun Mar 30, 2025 1:12 pm
- Forum: Dialogue System for Unity
- Topic: How To Populate a Limited Pool of Conversations from a Larger Pool?
- Replies: 5
- Views: 4856
How To Populate a Limited Pool of Conversations from a Larger Pool?
Idea: I am looking for suggestions to implement dating sim style options where we are keeping track of unique traits the player is learning about the partner through conversations and some variables in the Dialogue Database to feed to a UI stat sheet. I would like to be able to do several things: (...