Search found 21049 matches

by Tony Li
Thu Dec 11, 2014 2:56 am
Forum: Dialogue System for Unity
Topic: error: Couldn't create asset file!
Replies: 4
Views: 4445

error: Couldn't create asset file!

Hi,



Does the folder "Assets/ChatExample" exist? The converter won't create folders for you, but it will save into any existing folder located under "Assets" that you specify.
by Tony Li
Thu Dec 11, 2014 2:48 am
Forum: Dialogue System for Unity
Topic: Image colors adjustable
Replies: 9
Views: 2525

Image colors adjustable

Hi, If you're using Unity GUI (the legacy GUI system), portrait images call GUI.Label to draw the image. Edit the GUI skin assigned to your GUI Root. Edit the GUI style assigned to the portrait image's GUI Style Name field. If the field is blank, it uses the default "label" style. Expand N...
by Tony Li
Wed Dec 03, 2014 2:12 pm
Forum: Dialogue System for Unity
Topic: NPC Subtitle Panel visible at all times
Replies: 1
Views: 820

NPC Subtitle Panel visible at all times

Hi, I'm not sure I follow, so I'll give a few different answers. If you want the NPC and PC gameplay models to stay visible: 1. Change the Dialogue Manager's Default Sequence to: Delay({{end}} 2. In the conversation's START node, set the Sequence to a Camera() sequencer command that positions the ca...
by Tony Li
Mon Dec 01, 2014 1:58 am
Forum: Dialogue System for Unity
Topic: Conversation node graph
Replies: 2
Views: 908

Conversation node graph

Hi, The Dialogue System provides complete C# source code. Feel free to unpack Scripts/Source Code.unitypackage to browse through the editor code. You'll probably want to unpack it in a new project so the source scripts won't conflict with DLLs. The runtime code (the code that ships with your game pr...
by Tony Li
Sun Nov 30, 2014 8:26 am
Forum: Dialogue System for Unity
Topic: Conversation text delay when frame rate is low
Replies: 2
Views: 823

Conversation text delay when frame rate is low

Hi, The dialogue entry will be shown for the correct duration, but with very low fps the typewriter effect might not finish in time. The solution is to increase the Characters Per Second on the Typewriter Effect (not on the Dialogue Manager). This will make the typewriter effect output characters fa...
by Tony Li
Tue Nov 25, 2014 2:15 am
Forum: Dialogue System for Unity
Topic: Nlua broken in the newest version and LuaTableWrapper question
Replies: 6
Views: 1679

Nlua broken in the newest version and LuaTableWrapper question

I think the issue is due to the way LuaInterpreter implements tables. If it's a one-dimensional array, it uses a List<LuaValue>. If it's a hash, it uses Dictionary<LuaValue,LuaValue>. It may be easier to access LuaInterpreter's LuaTable directly through the LuaTableWrapper.luaTable field. LuaTable.L...
by Tony Li
Fri Nov 21, 2014 4:53 pm
Forum: Dialogue System for Unity
Topic: Nlua broken in the newest version and LuaTableWrapper question
Replies: 6
Views: 1679

Nlua broken in the newest version and LuaTableWrapper question

The Count property isn't required to use foreach. The Dialogue System only uses hashes, so LuaTableWrapper was originally designed only for hashes: blah = { a=55, b=66, c=12 }; print(blah[a]) In version 1.3.9, which will be available tomorrow, it also supports regular, one-dimensional arrays: blah =...
by Tony Li
Thu Nov 20, 2014 2:50 pm
Forum: Dialogue System for Unity
Topic: Nlua broken in the newest version and LuaTableWrapper question
Replies: 6
Views: 1679

Nlua broken in the newest version and LuaTableWrapper question

I tested NLua with Unity 4.3.4f1 and 5.0b13, and it seems to work fine in both versions. Could you please provide details to reproduce the problem? Regarding LuaTableWrapper, for the upcoming v1.3.9 I improved the API documentation for LuaTableWrapper and added a Count property. You'll be able to wo...
by Tony Li
Thu Nov 20, 2014 2:42 am
Forum: Dialogue System for Unity
Topic: Nlua broken in the newest version and LuaTableWrapper question
Replies: 6
Views: 1679

Nlua broken in the newest version and LuaTableWrapper question

Hi,



What version of Unity are you using? (Version number and Pro/Free please)



I'll post some examples for LuaTableWrapper (link is to the API reference). I'll also include an accurate Count property in the upcoming v1.3.9.
by Tony Li
Wed Nov 19, 2014 4:25 pm
Forum: Dialogue System for Unity
Topic: Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Replies: 5
Views: 1860

Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)

This passthrough issue will be resolved in v1.3.9. It will behave like Chat Mapper.