Search found 21051 matches

by Tony Li
Wed Feb 11, 2015 4:03 am
Forum: Dialogue System for Unity
Topic: Issue after using Application.LoadLevel?
Replies: 3
Views: 767

Issue after using Application.LoadLevel?

Hi, What GUI system are you using? Is your dialogue UI part of the scene, or is it a reference to a prefab? If it's Unity UI, make the canvas a child of the Dialogue Manager GameObject so it persists across scene changes. (And make sure your second scene has an EventSystem, too. You can make the Eve...
by Tony Li
Wed Feb 11, 2015 3:45 am
Forum: Dialogue System for Unity
Topic: Trouble displaying a Variable
Replies: 22
Views: 3989

Trouble displaying a Variable

I sent a reply in email. If it addresses the issues, please let me know; I'll post the answer here in that case for future readers.
by Tony Li
Tue Feb 10, 2015 9:22 am
Forum: Dialogue System for Unity
Topic: Trouble displaying a Variable
Replies: 22
Views: 3989

Trouble displaying a Variable

Hi,



I just replied to your email. Once we get the issues straightened out, I'll post the solution(s) here.
by Tony Li
Tue Feb 10, 2015 9:01 am
Forum: Dialogue System for Unity
Topic: Importing Gamespace Variable to Dialogue System
Replies: 1
Views: 556

Importing Gamespace Variable to Dialogue System

Hi, Use DialogueLua.SetVariable. For example: using PixelCrushers.DialogueSystem; bool myValue = true; DialogueSystem.SetVariable("MyValue", myValue); If you want to go the other way (set a C# variable from inside Lua code), you can register your own C# method as a Lua function. If you wan...
by Tony Li
Tue Feb 10, 2015 6:49 am
Forum: Dialogue System for Unity
Topic: Trouble displaying a Variable
Replies: 22
Views: 3989

Trouble displaying a Variable

You can have as many Resources folders as you want, and you can also refer to action lists in the scene itself. For example, in the AC example scene, you can run the "Try lifting" cutscene. For the AnimatorPlay() sequencer command, when you get a chance set the Dialogue Manager's Debug Lev...
by Tony Li
Tue Feb 10, 2015 5:24 am
Forum: Dialogue System for Unity
Topic: Trouble displaying a Variable
Replies: 22
Views: 3989

Trouble displaying a Variable

For the script, try this. I'm out of the office at the moment, so I can't test it. If you get any compiler errors, let me know. using UnityEngine; using PixelCrushers.DialogueSystem; using PixelCrushers.DialogueSystem.UnityGUI; using PixelCrushers.DialogueSystem.AdventureCreator; public class WatchS...
by Tony Li
Tue Feb 10, 2015 3:03 am
Forum: Dialogue System for Unity
Topic: Trouble displaying a Variable
Replies: 22
Views: 3989

Trouble displaying a Variable

Hi,



For the script, put this line at the top of the file:

using UnityEngine;

Put sequencer commands in the Sequence field, not the Script field. The Script field is for Lua code, such as conditions on dialogue entries. The Sequence field is for sequencer commands.
by Tony Li
Mon Feb 09, 2015 9:31 am
Forum: Dialogue System for Unity
Topic: Minor issues with UnityUIBarkSubtitleDialogueUI and UnityUIBarkUI
Replies: 6
Views: 1241

Minor issues with UnityUIBarkSubtitleDialogueUI and UnityUIBarkUI

You should see SetUIElementsActive(true) further down in the Bark() method. It deactivates and reactivates the UI elements so trigger any effects that work in OnEnable, such as the typewriter effect. If any issues come up, please feel free to send me an example scene. For the responses background, m...
by Tony Li
Mon Feb 09, 2015 8:10 am
Forum: Dialogue System for Unity
Topic: Trouble displaying a Variable
Replies: 22
Views: 3989

Trouble displaying a Variable

For the “Can’t add script – Can’t add component ‘WatchScale’ because it doesn’t exist.”: 1. Is the file named exactly "WatchScale.cs"? The Project view won't show the file extension. If you see "WatchScale.cs" in the Project view, then the file itself is probably named "Watc...
by Tony Li
Mon Feb 09, 2015 7:25 am
Forum: Dialogue System for Unity
Topic: Minor issues with UnityUIBarkSubtitleDialogueUI and UnityUIBarkUI
Replies: 6
Views: 1241

Minor issues with UnityUIBarkSubtitleDialogueUI and UnityUIBarkUI

The "Hidden" state is just a null state that the animator starts in. You can create a default transition from Hide to Hidden if you like. I just right now did this in the example scene (but not in the version that I sent you earlier today). It doesn't change the way the animator works, but...