Search found 21676 matches

by Tony Li
Tue Jan 19, 2016 10:10 am
Forum: Dialogue System for Unity
Topic: What's the best way to have multiple characters talking to the player?
Replies: 1
Views: 1434

Re: What's the best way to have multiple characters talking to the player?

Hi, Define your characters in the Dialogue Editor's Actors tab: Player, Actor1, Actor2. When you create a conversation, assign two characters as the main participants, for example Actor=Player and Conversant=Actor1. As you write your conversation, assign each node's Actor and Conversant. The node's ...
by Tony Li
Mon Jan 18, 2016 9:54 pm
Forum: Dialogue System for Unity
Topic: Event on conversation start/end
Replies: 1
Views: 2453

Re: Event on conversation start/end

Hi, OnConversationStart and OnConversationEnd are sent to the Dialogue Manager and both participants. (The Script Messages page is a handy reference to which GameObjects receive which messages.) If you've added the ConversationLogger script to one of the participants and it's not working, then that ...
by Tony Li
Sat Jan 16, 2016 11:21 pm
Forum: Dialogue System for Unity
Topic: Auto focus
Replies: 5
Views: 1316

Re: Auto focus

Can you send your UI to tony (at) pixelcrushers.com? I'll be happy to take a look. Exporting it along with its textures as a unitypackage would work best. An example scene would be ideal.

If that's not possible, please post some screenshots of your UI setup.
by Tony Li
Sat Jan 16, 2016 8:48 pm
Forum: Dialogue System for Unity
Topic: Auto focus
Replies: 5
Views: 1316

Re: Auto focus

Hi, Please try this as a test: 1. Open Examples/Unity UI Examples/Generic UI Example Scene . 2. On the Dialogue Manager , change Display Settings > Subtitle Settings > Continue Button to Always . 3. Expand Dialogue Manager > Canvas and inspect Generic Unity UI Dialogue UI . At the bottom of Unity UI...
by Tony Li
Sat Jan 16, 2016 7:19 pm
Forum: Dialogue System for Unity
Topic: Auto focus
Replies: 5
Views: 1316

Re: Auto focus

Hi, If by "using the enter key to go to the next subtitle" you mean setting the Dialogue Manager's Display Settings > Input Settings > Cancel Key to Return, you don't need to do this. Set it to None (or Escape if you like). When the Dialogue System shows a subtitle, it auto-focuses the con...
by Tony Li
Sat Jan 16, 2016 8:12 am
Forum: Dialogue System for Unity
Topic: Articy import in C#
Replies: 10
Views: 2148

Re: Articy import in C#

Thanks! I'm glad the Dialogue System is working out for you!

The next version should be out at the end of January. I'll make sure it has runtime modding support for articy:draft XML files.
by Tony Li
Fri Jan 15, 2016 9:06 pm
Forum: Dialogue System for Unity
Topic: Articy import in C#
Replies: 10
Views: 2148

Re: Articy import in C#

Here's an example scene that demonstrates reloading a database at runtime: ArticyImportEditorRuntime_2016-01-15.unitypackage Currently a database named "Feature Demo" is assigned to the Runtime Database Manager. Assign your articy:draft database instead. If you're in the Unity Editor, whil...
by Tony Li
Fri Jan 15, 2016 11:12 am
Forum: Dialogue System for Unity
Topic: Articy import in C#
Replies: 10
Views: 2148

Re: Articy import in C#

Hi, PixelCrushers.DialogueSystem.Articy is an editor-only namespace. It's currently not available to runtime scripts. If your writers are working in the Unity editor, they can run the converter and use DialogueManager.AddDatabase() to load the newly-converted database into the runtime environment. Y...
by Tony Li
Thu Jan 14, 2016 9:33 pm
Forum: Dialogue System for Unity
Topic: Dialogue panels visibility and dialogue history
Replies: 3
Views: 1253

Re: Dialogue panels visibility and dialogue history

The Dialogue System Extras page has a dialogue UI that keeps a history of the running conversation. It's the third link down under UIs. The example scene and example dialogue UI prefab use the Runic fantasy theme, but you can use the ConversationLogUI script for your own UIs, too.
by Tony Li
Thu Jan 14, 2016 8:47 am
Forum: Dialogue System for Unity
Topic: Question NPC And response panel imidetly show
Replies: 3
Views: 716

Re: Question NPC And response panel imidetly show

1. How do I know that the text messages are printed to the end? Perhaps because of the code? UnityUITypewriterEffect.cs does not report the end of typing. You could make a custom copy of UnityUITypewriterEffect.cs and send a message at the end. 2. As from the code to understand that the current dia...