Search found 21026 matches
- Mon Mar 30, 2015 5:19 am
- Forum: Dialogue System for Unity
- Topic: Package Integration Issues
- Replies: 3
- Views: 990
Package Integration Issues
Hi, You've probably already found this, but you can start a conversation in code using DialogueManager.StartConversation(). To hook into Dialogue System messages, see the Script Messages page. OnConversationEnd is broadcast to the participants and the Dialogue Manager. You could add this method, for...
- Mon Mar 30, 2015 2:05 am
- Forum: Dialogue System for Unity
- Topic: Emergency Help on Dialogue System
- Replies: 3
- Views: 1028
Emergency Help on Dialogue System
Hello, Unity comes with two GUI systems: legacy Unity GUI, and the new Unity UI. If you're using the new Unity UI: 1. Add a Canvas Scaler to your canvas. This will scale responsively to the screen size. 2. Select the bubble image, and in the Inspector view change the Texture Type to "Sprite (2D...
- Thu Mar 19, 2015 10:49 am
- Forum: Dialogue System for Unity
- Topic: Clicking on an object to alter a quest state
- Replies: 3
- Views: 996
Clicking on an object to alter a quest state
Hi, This is a great place to use the "@Message" sequence command syntax. This syntax tells a sequencer command to wait until it receives a specified message. For example, let's say the player is Indiana Jones. The Grail Knight has just asked him to choose which cup is the Holy Grail. At th...
- Thu Mar 19, 2015 6:35 am
- Forum: Dialogue System for Unity
- Topic: Short Subtitles as Barks disabling text too soon
- Replies: 10
- Views: 2224
Short Subtitles as Barks disabling text too soon
Hi Claudio, On the bark UI, is Wait Until Sequence Ends ticked? If ticked, the bark UI will: 1. Set the bark text. 2. Trigger the Show animation (i.e., fade in). 3. Wait until the sequence ends. 4. Trigger the Hide animation. If this doesn't help, could you please send me an example project? It does...
- Thu Mar 19, 2015 4:52 am
- Forum: Dialogue System for Unity
- Topic: Issue in Unity 5.0 with getting all active quests.
- Replies: 4
- Views: 1306
Issue in Unity 5.0 with getting all active quests.
For other readers who might be running into the same issue: The issue was just a typo. A dialogue entry's Script field was: Item[Introduction] = "active" It just needed to be changed to this: Item[Introduction].State = "active" The QuestLog.GetAllQuests() method assumes that Item...
- Tue Mar 17, 2015 6:53 pm
- Forum: Dialogue System for Unity
- Topic: Field custom drawers
- Replies: 2
- Views: 873
Field custom drawers
Hi,
Thank you for sharing this! The forum software doesn't allow certain upload types. I'll try to change that tomorrow. Would you mind emailing the unitypackage file to me at tony (at) pixelcrushers.com?
Thanks!
Tony
Thank you for sharing this! The forum software doesn't allow certain upload types. I'll try to change that tomorrow. Would you mind emailing the unitypackage file to me at tony (at) pixelcrushers.com?
Thanks!
Tony
- Tue Mar 17, 2015 6:14 pm
- Forum: Dialogue System for Unity
- Topic: Issue in Unity 5.0 with getting all active quests.
- Replies: 4
- Views: 1306
Issue in Unity 5.0 with getting all active quests.
Adam,
Please check your email. I just replied. Once we have a solution, I'll post it here in case future readers are in the same boat.
Tony
Please check your email. I just replied. Once we have a solution, I'll post it here in case future readers are in the same boat.
Tony
- Tue Mar 17, 2015 5:42 pm
- Forum: Dialogue System for Unity
- Topic: Short Subtitles as Barks disabling text too soon
- Replies: 10
- Views: 2224
Short Subtitles as Barks disabling text too soon
Hi Claudio, Would it work to make sure the sequence is always at least the same duration as the bark UI's duration? You can do this by editing UnityUIBarkSubtitleDialogueUI.cs. Add a Delay() to subtitle.sequence before sending it to the barkUI: subtitle.sequence += "; Delay(" + (barkUI.dur...
- Tue Mar 17, 2015 4:58 pm
- Forum: Dialogue System for Unity
- Topic: Issue in Unity 5.0 with getting all active quests.
- Replies: 4
- Views: 1306
Issue in Unity 5.0 with getting all active quests.
Hi Adam, Sorry for the delay in replying. I've been trying to reproduce this but I haven't been able to. Would it be possible for you to please email your dialogue database to tony (at) pixelcrushers.com? If you could export it as a unitypackage, that would be ideal. Is there any more to the error m...
- Tue Mar 17, 2015 4:24 am
- Forum: Dialogue System for Unity
- Topic: Short Subtitles as Barks disabling text too soon
- Replies: 10
- Views: 2224
Short Subtitles as Barks disabling text too soon
Hi, Hmm, I'll look into this. The bark should use whichever is longer: The value of the Duration property, or The duration of the sequence (if Wait Until Sequence Ends is ticked). You can set the Dialogue Manager's Min Subtitle Seconds to the same value as the bark UI's Duration property. Then inclu...