Search found 21675 matches
- Tue Oct 27, 2015 12:47 pm
- Forum: Dialogue System for Unity
- Topic: Flicker
- Replies: 9
- Views: 1550
Re: Flicker
Great!
- Tue Oct 27, 2015 9:06 am
- Forum: Dialogue System for Unity
- Topic: Flicker
- Replies: 9
- Views: 1550
Re: Flicker
Hi Peter, Ah, I understand now. Sorry, I hadn't caught on to what you were describing before. Yes, the default implementation works exactly the way you described. You can change this behavior. The abstract QuestLogWindow class has a virtual method "OnQuestListUpdated()". Whenever the playe...
- Mon Oct 26, 2015 6:52 pm
- Forum: Dialogue System for Unity
- Topic: articy response re-ordering
- Replies: 3
- Views: 900
Re: articy response re-ordering
I just heard back from Nevigo. Response ordering is specified by the vertical position of the dialogue fragments on the canvas. In articy's simulation mode, if you want a response to appear first in the menu, move it higher than all the other responses. I'll implement the same in the Dialogue System...
- Mon Oct 26, 2015 6:50 pm
- Forum: Dialogue System for Unity
- Topic: Flicker
- Replies: 9
- Views: 1550
Re: Flicker
Peter,
I believe this was fixed in 1.5.6.1 or the latest patch release. I just PM'ed you your download access info.
If this doesn't fix the issue, please let me know.
Thanks,
Tony
I believe this was fixed in 1.5.6.1 or the latest patch release. I just PM'ed you your download access info.
If this doesn't fix the issue, please let me know.
Thanks,
Tony
- Mon Oct 26, 2015 6:33 pm
- Forum: Dialogue System for Unity
- Topic: Continue Button - Click Anywhere?
- Replies: 3
- Views: 1970
Re: Continue Button - Click Anywhere?
Good tips!
- Mon Oct 26, 2015 3:11 pm
- Forum: Dialogue System for Unity
- Topic: Dialogues without interrupting regular gameplay
- Replies: 1
- Views: 364
Re: Dialogues without interrupting regular gameplay
Can it be done out of the box? Yes. In fact, it's the default behavior, with one exception: on your Dialogue Manager, untick Always Force Response Menu . When it's unticked and the player only has one valid response at any time, the conversation will play that response without presenting a menu UI....
- Mon Oct 26, 2015 2:40 pm
- Forum: Dialogue System for Unity
- Topic: Flicker
- Replies: 9
- Views: 1550
Re: Flicker
Hi Peter,
I'll check it out and let you know later today.
I'll check it out and let you know later today.
- Mon Oct 26, 2015 12:53 pm
- Forum: Dialogue System for Unity
- Topic: Flicker
- Replies: 9
- Views: 1550
Re: Flicker
Hi Peter, Try setting the main panel Canvas Group's Alpha value to 0. When the quest log window opens, it activates the main panel GameObject. Then it plays the Show animation, which actually starts on the next frame. If the Canvas Group starts at Alpha 1 (visible), it will be visible for one frame ...
- Mon Oct 26, 2015 8:50 am
- Forum: Dialogue System for Unity
- Topic: Continue Button - Click Anywhere?
- Replies: 3
- Views: 1970
Re: Continue Button - Click Anywhere?
Hi, Your instinct is spot-on to make an invisible continue button that takes up the whole screen. To prevent it from affecting the other UI elements' layout, move the button outside of the panels. It'll work even if it's in a completely different Canvas. Unity sorts UI elements according to their to...
- Sat Oct 24, 2015 2:04 pm
- Forum: Dialogue System for Unity
- Topic: articy quest entries not showing in HUD or quest log
- Replies: 10
- Views: 2209
Re: articy quest entries not showing in HUD or quest log
Glad it's working now! Thanks for letting me know about the issue. It's always a catch-up game keeping up with changes in third party products.