Search found 20 matches
- Thu Jan 21, 2021 10:08 am
- Forum: Dialogue System for Unity
- Topic: Storyhaven: Made with Dialogue System
- Replies: 1
- Views: 166
Storyhaven: Made with Dialogue System
https://play.google.com/store/apps/details?id=com.Groundling.Storyhaven&hl=en&gl=US I made this game because I was tired of looking at the inside of my house during COVID. So it transforms the inside of your home into a fantasy adventure after you print some QR markers and place them around ...
- Mon Oct 05, 2020 10:45 am
- Forum: Dialogue System for Unity
- Topic: Build Errors from Editor scripts
- Replies: 3
- Views: 406
Re: Build Errors from Editor scripts
Well then. Now I just feel dumb. Thanks for the help.
- Mon Oct 05, 2020 12:52 am
- Forum: Dialogue System for Unity
- Topic: Build Errors from Editor scripts
- Replies: 3
- Views: 406
Build Errors from Editor scripts
Using Unity 2020.1.2 and Dialogue System 2.2.11: I'm getting 100+ build errors, all related to Dialogue System editor scripts. Such errors include: Assets\Plugins\Pixel Crushers\Common\Scripts\Editor\Save System\DiskSavedGameDataStorerEditor.cs(5,7): error CS0246: The type or namespace name 'UnityEd...
- Sat Aug 04, 2018 9:48 am
- Forum: Dialogue System for Unity
- Topic: How does audio work in 2.0
- Replies: 3
- Views: 761
Re: How does audio work in 2.0
Is it possible to load the audio files in a data structure specific to the level? I have an audio heavy game and I'd prefer not paying for it in memory.
Or is setting the clips to Streaming the best solution?
Or is setting the clips to Streaming the best solution?
- Mon Feb 20, 2017 9:18 pm
- Forum: Dialogue System for Unity
- Topic: 2 START nodes when importing Chat Mapper XML
- Replies: 3
- Views: 782
Re: 2 START nodes when importing Chat Mapper XML
That was it. I was generating the XML from another program and the exporting start node's title was not START. Thanks.
- Mon Feb 20, 2017 6:23 pm
- Forum: Dialogue System for Unity
- Topic: 2 START nodes when importing Chat Mapper XML
- Replies: 3
- Views: 782
2 START nodes when importing Chat Mapper XML
When I import a Chat Mapper XML, I get 2 start nodes for each conversation. One that matches the Chat Mapper project; and another new node labeled <START>. Is there a way to prevent the 2nd start node from being created? Do I need to setup the XML differently?
- Sat Oct 15, 2016 12:19 am
- Forum: Dialogue System for Unity
- Topic: Different Conversation UI
- Replies: 23
- Views: 3641
Re: Different Conversation UI
I could not figure out how to use Sequences to disable the buttons in the template list. However, I added an if-check around the template instantiation in to UnityUIResponseMenuControls (line 236) and it worked. // Instantiate buttons from template: // Instantiate buttons from template: for (int i =...
- Fri Oct 14, 2016 6:15 pm
- Forum: Dialogue System for Unity
- Topic: Different Conversation UI
- Replies: 23
- Views: 3641
Re: Different Conversation UI
I cannot rename the button because it is created by the Dialogue System. For each PC response option, the system clones the template and adds it is an item to the response list. In your provided example, it lists all of the emails, [Logout], and Reply. Ideally, the logout and reply options should no...
- Fri Oct 14, 2016 12:34 am
- Forum: Dialogue System for Unity
- Topic: Different Conversation UI
- Replies: 23
- Views: 3641
Re: Different Conversation UI
SetActive(REPLY RESPONSE BUTTON,false); This code snippet does not disable Response Button Template (Clone) gameObject for the "Reply" option. I added that code to the Sequence property to the "Reply [position 0]" node in the example. This creates 2 paths for players to reply, w...
- Thu Oct 13, 2016 8:16 am
- Forum: Dialogue System for Unity
- Topic: Different Conversation UI
- Replies: 23
- Views: 3641
Re: Different Conversation UI
That's awesome! Alright, a couple more questions.
- Is there a way to hide the Reply option in the Inbox list when it is available as a button?
- Is button setup/functionality in the documentation? I can find the Continue button but not the predefined Response buttons.