Search found 23392 matches

by Tony Li
Mon May 15, 2017 1:55 pm
Forum: Dialogue System for Unity
Topic: ORK and Two EventSystems
Replies: 14
Views: 5427

Re: ORK and Two EventSystems

Thanks! I'll let you know what I find. I plan to use all the defaults from ORK. If you're doing anything custom with the ORK EventSystem or anything like that, please let me know.
by Tony Li
Mon May 15, 2017 1:29 pm
Forum: Dialogue System for Unity
Topic: ORK and Two EventSystems
Replies: 14
Views: 5427

Re: ORK and Two EventSystems

The escape key is different. The only part of the Dialogue System core engine that listens for Unity input is the Dialogue Manager's Input Settings > Cancel and Cancel Conversation keys, which default to the escape key. (Although you can override it, such as with this script for Rewired.) Everything...
by Tony Li
Mon May 15, 2017 10:47 am
Forum: Dialogue System for Unity
Topic: Dialogue System for Unity 1.7.0 Released
Replies: 0
Views: 1105

Dialogue System for Unity 1.7.0 Released

Version 1.7.0 is now available on the Pixel Crushers customer download site. (PM me your Unity Asset Store invoice number if you'd like access.) It should be available on the Asset Store in about 5-7 business days. Some highlights: Big improvements to the articy:draft importer: support for nested di...
by Tony Li
Mon May 15, 2017 7:31 am
Forum: Dialogue System for Unity
Topic: ORK and Two EventSystems
Replies: 14
Views: 5427

Re: ORK and Two EventSystems

Hi, On your Unity UI Dialogue UI, tick Auto Focus . Some additional options: Allow Steal Focus: Checks if the player has used the mouse to click away from any navigable UI elements; if so, it refocuses on the last-focused UI element. Dialogue > Response Menu > Explicit Navigation For Template Button...
by Tony Li
Sun May 14, 2017 10:01 am
Forum: Dialogue System for Unity
Topic: Carriage returns as separate lines ?
Replies: 1
Views: 953

Re: Carriage returns as separate lines ?

Hi, The Dialogue System's articy converter implements a feature from Chat Mapper that articy doesn't have. If you put pipe characters in your text, the converter will automatically create separate nodes out of them. For example: "This is one line. | This is another line. | This is a third line....
by Tony Li
Sat May 13, 2017 12:16 pm
Forum: Dialogue System for Unity
Topic: Dialogue System for Unity with plyGame
Replies: 52
Views: 29308

Re: Dialogue System for Unity with plyGame

If you want to add a C# script, you can add one with an OnConversationEnd method. Look at plyGameBridge.cs's SyncLuaToPlyGame() method for an example of how to change plyGame values in your own scripts. However, I recommend changing the values inside a conversation, since plyGameBridge does a lot of...
by Tony Li
Sat May 13, 2017 10:43 am
Forum: Dialogue System for Unity
Topic: Saving and loading during dialogue flow
Replies: 5
Views: 1330

Re: Saving and loading during dialogue flow

Hi, The GameSaver Example on the Dialogue System Extras page. It includes a RememberCurrentDialogueEntry script that works automatically; it doesn't require anything special on dialogue entry nodes. Although the example uses GameSaver (to make it easy for non-scripters), you can ignore the GameSaver...
by Tony Li
Sat May 13, 2017 10:38 am
Forum: Dialogue System for Unity
Topic: Dialogue System for Unity with plyGame
Replies: 52
Views: 29308

Re: Dialogue System for Unity with plyGame

My option is do do scripting in terms of rewarding the player, I wanted to execute the script after completing the quest. But is that possible? After I complete the conversation I execute the script that rewards item and attributes. Put the script in the dialogue entry node where the player complet...
by Tony Li
Sat May 13, 2017 1:01 am
Forum: Dialogue System for Unity
Topic: Dialogue System for Unity with plyGame
Replies: 52
Views: 29308

Re: Dialogue System for Unity with plyGame

Hi David, I have a quest item that will be disabled if a certain quest entry is not yet active, but when it is active it does not become active though I think I provided the right set of codes/blocks. When I paused the game and set the object to active then plays the game back, it does not set any q...