Search found 23401 matches
- Tue Aug 15, 2017 12:24 pm
- Forum: Dialogue System for Unity
- Topic: Temporarily suspend dialogue activation
- Replies: 5
- Views: 772
Re: Temporarily suspend dialogue activation
Hi, How are you starting the conversation? If you're using Conversation Trigger, will the Only Once checkbox work for this? You could alternatively set a Dialogue System variable, and set a condition (on the Conversation Trigger or in the Conditions field of your conversation) that checks whether th...
- Tue Aug 15, 2017 10:40 am
- Forum: Dialogue System for Unity
- Topic: Priority conversation
- Replies: 23
- Views: 4041
Re: Priority conversation
i want sync up my inventory (created for me) with the variables (DS) (1:1). can get a list of variables for compare with every item in inventory? Yes. If you only need the names of variables you defined in your dialogue database at design time, you can use DialogueManager . MasterDatabase . variabl...
- Tue Aug 15, 2017 9:14 am
- Forum: Dialogue System for Unity
- Topic: New and Lost :(
- Replies: 23
- Views: 3801
Re: New and Lost :(
Hmm, is it possible your scene's manager is an instance of a prefab, and Unity is reverting it to the prefab state? I've come across that bug in some versions of Unity. It's not a prefab, no. It's just an empty game object that holds all that scene's stuff like the background image and the characte...
- Tue Aug 15, 2017 8:37 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity 1.7.4 Released
- Replies: 6
- Views: 2659
Re: Dialogue System for Unity 1.7.4 Released
Just amazing, Timeline+Cinemachine is just a great tool, from what I've seen you pretty much assign a virtual camera to the target and add the priority script to use the camera attached to it ? Pretty much. That's the easiest way to use Cinemachine. In the example scene, Private Hart and Dead Guard...
- Mon Aug 14, 2017 10:10 pm
- Forum: Dialogue System for Unity
- Topic: New and Lost :(
- Replies: 23
- Views: 3801
Re: New and Lost :(
Hmm, is it possible your scene's manager is an instance of a prefab, and Unity is reverting it to the prefab state? I've come across that bug in some versions of Unity.
(BTW, thanks for the link to your WIP. That's a lot of progress for just a couple days!)
(BTW, thanks for the link to your WIP. That's a lot of progress for just a couple days!)
- Mon Aug 14, 2017 12:08 pm
- Forum: Dialogue System for Unity
- Topic: New and Lost :(
- Replies: 23
- Views: 3801
Re: New and Lost :(
Hi, Thanks for the link! I'll check it out today. Add an OverrideActorName component to the Manager GameObject, or assign the appropriate NPC GameObject to the Conversation Trigger's Conversant field. If you don't specify the Conversant, it uses the Conversation Trigger's GameObject. (More details h...
- Mon Aug 14, 2017 12:05 pm
- Forum: Dialogue System for Unity
- Topic: Initialize continue button when loading scene
- Replies: 4
- Views: 1562
Re: Initialize continue button when loading scene
"SetContinueMode(false)" sets the Continue Mode to Never.
If you want to restore its previous value, use "SetContinueMode(original)" before ending the conversation. If you want to force it to Always, use "SetContinueMode(true)".
If you want to restore its previous value, use "SetContinueMode(original)" before ending the conversation. If you want to force it to Always, use "SetContinueMode(true)".
- Sun Aug 13, 2017 10:42 am
- Forum: Dialogue System for Unity
- Topic: Initialize continue button when loading scene
- Replies: 4
- Views: 1562
Re: Initialize continue button when loading scene
Hi, Can you please give me more details? Are Dont Destroy On Load and Allow Only One Instance ticked in the Dialogue Manager in Scene 1? If so, the Dialogue Manager from Scene 1 (with Continue Button set to Always ) should be present. Can you send an example project to tony (at) pixelcrushers.com?
- Sat Aug 12, 2017 8:46 pm
- Forum: Dialogue System for Unity
- Topic: New and Lost :(
- Replies: 23
- Views: 3801
Re: New and Lost :(
One last (lol) question did come up though. For the textinput I have to collect the player's name, it works - it even stores the name and I can get to it fine so that part's great. But for some reason when it first displays the input field, it has 'nil' in there instead of being empty and displayin...
- Sat Aug 12, 2017 7:55 pm
- Forum: Dialogue System for Unity
- Topic: New and Lost :(
- Replies: 23
- Views: 3801
Re: New and Lost :(
The package costs a lot! I want to make sure it does everything I needed before buying, haha. Fair enough. :-) Okay, just a couple more questions...probably. First, with the player responses menu, the scrolling through it is reeeeeeeeally slow. How would I change how quickly they can scroll through...