Search found 181 matches
- Tue Dec 18, 2018 1:39 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity 2.1.0 Released
- Replies: 3
- Views: 526
- Tue Dec 18, 2018 10:09 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity 2.1.0 Released
- Replies: 3
- Views: 526
Re: Dialogue System for Unity 2.1.0 Released
Hi Tony,
A question regarding the changelog:
Fixed: ShowAlert(message,duration) now handles newline codes like ShowAlert(message).
Could you elaborate on how it works?
Thanks for the update!
A question regarding the changelog:
Fixed: ShowAlert(message,duration) now handles newline codes like ShowAlert(message).
Could you elaborate on how it works?
Thanks for the update!
- Fri Dec 14, 2018 11:41 am
- Forum: Dialogue System for Unity
- Topic: An Idea: Add an Inventory UI Panel
- Replies: 22
- Views: 3851
Re: An Idea: Add an Inventory UI Panel
That was the problem.If you are using Unity 2018+, make sure you've enabled support for 2D physics. Select Tools > Pixel Crushers > Common > Enable Physics2D Support....
- Fri Dec 14, 2018 3:56 am
- Forum: Dialogue System for Unity
- Topic: An Idea: Add an Inventory UI Panel
- Replies: 22
- Views: 3851
Re: An Idea: Add an Inventory UI Panel
It seems that the proximity selector is not working.
No errors in the console either.
I just wanted to check that the "mmAddItem("MainInventory", "Apple", 1)" worked as I wasn't able to do it in my project.
No errors in the console either.
I just wanted to check that the "mmAddItem("MainInventory", "Apple", 1)" worked as I wasn't able to do it in my project.
- Thu Dec 13, 2018 10:21 am
- Forum: Dialogue System for Unity
- Topic: An Idea: Add an Inventory UI Panel
- Replies: 22
- Views: 3851
Re: An Idea: Add an Inventory UI Panel
I finally bought the Inventory Engine as I tried to make the inventory myself but I wanted to handle some logic to align the objects, etc, so I found this the easiest solution, especially if Dialogue System supports it. But I'm having some problems running the example scene. I suppose to have to int...
- Fri Dec 07, 2018 11:07 am
- Forum: Dialogue System for Unity
- Topic: Sequence delay not working before response menu
- Replies: 3
- Views: 534
Re: Sequence delay not working before response menu
Weird. I don't have any warning or error in the console and still doesn't work.
Well, It's not critical and I'll save this for later, once I start polishing.
Thanks Tony.
Well, It's not critical and I'll save this for later, once I start polishing.
Thanks Tony.
- Thu Dec 06, 2018 7:39 am
- Forum: Dialogue System for Unity
- Topic: Sequence delay not working before response menu
- Replies: 3
- Views: 534
Sequence delay not working before response menu
Hi Tony, I have a case where the {{end}} is not working. It happens if I place it in a node before a response menu selection: Node 1: It has some dialogue for "Player" actor and includes the following sequence: SendMessage(Close,, Subtitle Panel 1)@{{end}}; This node 1 is connected with No...
- Mon Dec 03, 2018 1:19 pm
- Forum: Dialogue System for Unity
- Topic: Force Portrait
- Replies: 4
- Views: 508
Re: Force Portrait
Hi,
It actually works better with a "Continue()" instead than with the "Delay(0)", which still requires the player input.
But I got the effect I wanted!![Smile :)](./images/smilies/icon_e_smile.gif)
It actually works better with a "Continue()" instead than with the "Delay(0)", which still requires the player input.
But I got the effect I wanted!
![Smile :)](./images/smilies/icon_e_smile.gif)
- Mon Dec 03, 2018 3:09 am
- Forum: Dialogue System for Unity
- Topic: Force Portrait
- Replies: 4
- Views: 508
Re: Force Portrait
Thanks Tony! I'll do that.
- Sun Dec 02, 2018 5:46 pm
- Forum: Dialogue System for Unity
- Topic: Force Portrait
- Replies: 4
- Views: 508
Force Portrait
Hi,
I was wondering how could I force to display an actor portrait, even when its lines hasn't been delivered yet. Usually, I do it when the first line is triggered, but I have a special case where I'd like to display the actor before starts talking.
I was wondering how could I force to display an actor portrait, even when its lines hasn't been delivered yet. Usually, I do it when the first line is triggered, but I have a special case where I'd like to display the actor before starts talking.