Search found 21061 matches
- Sun Jan 25, 2015 4:41 am
- Forum: Dialogue System for Unity
- Topic: SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
- Replies: 4
- Views: 1242
SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
Thanks! I really appreciate the review, and I'm glad the Dialogue System is proving useful to your game. I'm putting together a showcase page of games that are released or in development that use the Dialogue System. May I include yours? If so, would you please send a few screenshots and a short des...
- Sat Jan 24, 2015 6:03 pm
- Forum: Dialogue System for Unity
- Topic: SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
- Replies: 4
- Views: 1242
SendMessageOnDialogueEvent.OnConversationEnd Potential Issue?
Hi, Would you please post the inspector view of your SendMessageOnDialogueEvent component, and whatever target is receiving the message? I wouldn't think that the conversant would matter. Also, if you'd like to email an example project to tony (at) pixelcrushers.com, I'll be happy to take a look.
- Fri Jan 23, 2015 2:44 pm
- Forum: Dialogue System for Unity
- Topic: Fount Change?
- Replies: 11
- Views: 3042
Fount Change?
Import this updated package or edit ActorStyleUnityDialogueUI.cs and add this at line 20:
base.Start();
(Sorry, I forgot to add that line in the original package.)
base.Start();
(Sorry, I forgot to add that line in the original package.)
- Fri Jan 23, 2015 9:23 am
- Forum: Dialogue System for Unity
- Topic: Showing Adventure Creator cursor during conversations
- Replies: 5
- Views: 1920
Showing Adventure Creator cursor during conversations
If updating AC doesn't fix the issue, please feel free to send an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.
- Fri Jan 23, 2015 8:23 am
- Forum: Dialogue System for Unity
- Topic: Fount Change?
- Replies: 11
- Views: 3042
Fount Change?
Thanks! I'll look into this and get back to you with an answer as soon as I can. (I'm out of the office at the moment.)
- Fri Jan 23, 2015 8:16 am
- Forum: Dialogue System for Unity
- Topic: Fount Change?
- Replies: 11
- Views: 3042
Fount Change?
Could you please drag the "Actor Style JRPG2 Dialogue UI" prefab into a temporary scene, fully expand it in the Hierarchy, and post a screenshot of Hierarchy view? Or, if you prefer, email the UI to tony (at) pixelcrushers.com and I'll check it out in Unity. Right-click on the "Custom...
- Fri Jan 23, 2015 7:45 am
- Forum: Dialogue System for Unity
- Topic: Fount Change?
- Replies: 11
- Views: 3042
Fount Change?
Would you please post screenshots of the expanded dialogue UI the Hierarchy view and the UnityDialogueUI script in the Inspector view?
- Thu Jan 22, 2015 2:37 pm
- Forum: Dialogue System for Unity
- Topic: Showing Adventure Creator cursor during conversations
- Replies: 5
- Views: 1920
Showing Adventure Creator cursor during conversations
Hi, It might be an outdated Dialogue System file, or an issue with an old version of Adventure Creator. Try this: 1. Delete the folder "Dialogue System/Third Party Support/Adventure Creator". 2. Download and import this package: AdventureCreator_Support_1_4_4.unitypackage . (Note for futur...
- Thu Jan 22, 2015 9:47 am
- Forum: Dialogue System for Unity
- Topic: Showing Adventure Creator cursor during conversations
- Replies: 5
- Views: 1920
Showing Adventure Creator cursor during conversations
Hi, Adventure Creator (AC) keeps the cursor hidden when it's in normal gameplay mode. To show the cursor, the bridge script needs to put AC in dialog options mode (DialogState). On the bridge script, set Use Dialog State to Always if you always want to show the cursor. You can use this if you know t...
- Thu Jan 22, 2015 4:21 am
- Forum: Dialogue System for Unity
- Topic: Setting up dialogue text which floats above the participant in Conversations?
- Replies: 6
- Views: 1726
Setting up dialogue text which floats above the participant in Conversations?
Hi, The BarkDialogueUI will get you halfway there. It displays subtitles using the actor's bark UI. But it automatically chooses the first player response instead of showing the response menu. For your case, create a subclass of your regular dialogue UI (e.g., UnityDialogueUI for legacy, UnityUIDial...