Search found 23400 matches
- Sat Jul 01, 2017 7:59 am
- Forum: Dialogue System for Unity
- Topic: Background Manager
- Replies: 8
- Views: 2596
Re: Background Manager
Awesome! Thanks for sharing this! I like how you tied it into the persistent data system, too.
- Fri Jun 30, 2017 10:06 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity 1.7.3 Released
- Replies: 4
- Views: 1046
Re: Dialogue System for Unity 1.7.3 Released
Thanks! That was another user suggestion. Simple to implement, and really handy.hellwalker wrote:Awesome, Thanks for the update. I love the 'Center on START' menu item addition.
- Fri Jun 30, 2017 2:17 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity 1.7.3 Released
- Replies: 4
- Views: 1046
Dialogue System for Unity 1.7.3 Released
Version 1.7.3 is now available on the Unity Asset Store and Pixel Crushers customer download site. This is a small maintenance release with a few fixes and some usability improvements to the editors. Version 1.7.3 Core Dialogue Editor: Added 'Center on START' menu item; fixed inspector lag in Events...
- Fri Jun 30, 2017 9:07 am
- Forum: Dialogue System for Unity
- Topic: Customising Invalid Entries
- Replies: 3
- Views: 640
Re: Customising Invalid Entries
Glad I could help!
- Thu Jun 29, 2017 8:22 pm
- Forum: Dialogue System for Unity
- Topic: Action On Conversation End
- Replies: 3
- Views: 1315
Re: Action On Conversation End
Happy to help! Thanks for sharing your debug code!
- Thu Jun 29, 2017 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Action On Conversation End
- Replies: 3
- Views: 1315
Re: Action On Conversation End
Hi, The tables on this page explain which GameObjects receive events such as OnConversationStart and OnConversationEnd. OnConversationEnd is sent to the Dialogue Manager GameObject and the conversation participants' GameObjects. You can specify the participant GameObjects in DialogueManager.StartCon...
- Thu Jun 29, 2017 2:01 pm
- Forum: Dialogue System for Unity
- Topic: Customising Invalid Entries
- Replies: 3
- Views: 640
Re: Customising Invalid Entries
Hi, If you're using Unity UI, every button has a UnityUIResponseButton component with a response property. The response has two useful properties: enabled (bool): True if the response is valid, false if it's invalid. destinationEntry ( DialogueEntry ): The dialogue entry that the response leads to. ...
- Mon Jun 26, 2017 6:42 pm
- Forum: Dialogue System for Unity
- Topic: Only Once, Stop On Trigger Exit check is not saved.
- Replies: 2
- Views: 901
Re: Only Once, Stop On Trigger Exit check is not saved.
That's correct. The Only Once checkbox only lasts for the loaded scene. When you reload the scene, the checkbox resets. If you want to remember only once across scene changes, use a Dialogue System variable: http://pixelcrushers.com/dialogue_system/images/persistentOnlyOnce1.png http://pixelcrushers...
- Sun Jun 25, 2017 10:24 am
- Forum: Dialogue System for Unity
- Topic: Cancel Sequence?
- Replies: 1
- Views: 567
Re: Cancel Sequence?
Hi, Use this code to stop the sequence: DialogueManager.StopSequence(DialogueManager.Instance.GetComponent<Sequencer>()); If you manually started a sequence using DialogueManager.PlaySequence(), it returned a Sequencer object. You can pass that object to StopSequence instead: var sequencer = Dialogu...
- Sat Jun 24, 2017 10:49 am
- Forum: Dialogue System for Unity
- Topic: Dialogue > Conversation > on execute Question
- Replies: 2
- Views: 30404
Re: Dialogue > Conversation > on execute Question
Hi, You don't need to use the SetActive() sequencer command. To do this without writing a script, use a Set Active On Dialogue Event component or Set Component Enabled On Dialogue Event component. If you want to write a script, add OnConversationStart and OnConversationEnd methods. I usually add thi...