Search found 21676 matches
- 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 ...
- 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 ...
- 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.
If that's not possible, please post some screenshots of your UI setup.
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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.
- 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...