Search found 21049 matches
- Wed Oct 29, 2014 3:59 am
- Forum: Dialogue System for Unity
- Topic: Differences on Touch Devices?
- Replies: 3
- Views: 988
Differences on Touch Devices?
Hi Andrew, I'm glad this is working now, and I'm so sorry I missed your original post! I don't know what went wrong with the forum notifications. In the future, if you don't get a response within 24 hours, please feel free to email me directly at tony (at) pixelcrushers.com.
- Mon Oct 27, 2014 3:31 pm
- Forum: Dialogue System for Unity
- Topic: Can't get it to work
- Replies: 1
- Views: 1042
Can't get it to work
Hi, Which first person controller are you using? If the wizard is having trouble recognizing it, configure the player manually. In brief: add a Selector (Component > Dialogue System > Actor > Player > Selector) and a Set Component Enabled On Dialogue Event (Component > Dialogue System > Trigger > On...
- Thu Oct 23, 2014 3:16 am
- Forum: Dialogue System for Unity
- Topic: Barks with 'responses'
- Replies: 5
- Views: 2123
Barks with 'responses'
The Dialogue System's data structure is based on a dialogue authoring tool called Chat Mapper. In Chat Mapper, every dialogue entry has a field called "SimStatus" that records whether the entry "WasOffered" (i.e., offered as a possible response in a response menu), "WasDispl...
- Thu Oct 23, 2014 2:54 am
- Forum: Dialogue System for Unity
- Topic: Remove zoom-in on characters
- Replies: 6
- Views: 2789
Remove zoom-in on characters
These steps should get it working: 1. Tag your main gameplay camera GameObject and your sequencer camera GameObject as "MainCamera". 2. Deactivate the sequencer camera GameObject. 3. Assign the sequencer camera GameObject to the Dialogue Manager's Sequencer Camera property. When a conversa...
- Wed Oct 22, 2014 3:34 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 5922
Set Active on Dialogue Event
Cameras are handled a bit differently from other elements. Instead of using the SetActive() sequencer command, can you assign the simple cam to the Dialogue Manager's Camera Settings > Sequencer Camera property? The simple cam can be a prefab or an object in the scene, and it can be active or inacti...
- Wed Oct 22, 2014 3:27 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Always On Screen
- Replies: 1
- Views: 975
Dialogue Always On Screen
Hi, It depends on what GUI system you're using. For the Unity GUI Bark UI, assign a child of the camera to the Text Position property. It's designed to support this. Check If Player Visible and Visiblity Layer Mask are for a different purpose. They run a raycast between the NPC and the player. If an...
- Sun Oct 19, 2014 9:28 am
- Forum: Dialogue System for Unity
- Topic: Turning Scripts On/Off on a Certain Dialogue Entry
- Replies: 1
- Views: 991
Turning Scripts On/Off on a Certain Dialogue Entry
Hi! You can use sequencer commands for this. Use SetEnabled() to enable or disable a script. For example, say you have a particle effect on a GameObject named "Fountain". To turn it on when a dialogue entry is initiated, set the dialogue entry's Sequence field to: SetEnabled(ParticleSystem...
- Fri Oct 17, 2014 7:04 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 5922
Set Active on Dialogue Event
To add to that in case this info is helpful: If you don't want the blank dialogue box to delay (or control the camera, or whatever your Dialogue Manager's Default Sequence is), you can set its Sequence to None(). Also, you can specifying timing for sequence commands, such as: SetActive(Lightbulb); A...
- Fri Oct 17, 2014 7:00 am
- Forum: Dialogue System for Unity
- Topic: Find the position of a dialogue element
- Replies: 1
- Views: 1003
Find the position of a dialogue element
It depends on what GUI system you're using. Generally speaking, in a script you can access dialogue elements through the UI's xxxDialogueUI script -- for example, UnityDialogueUI.dialogue.npcSubtitle.line. The dialogue UI implementations provided with the Dialogue System (for Unity GUI, NGUI, DF-GUI...
- Fri Oct 17, 2014 5:48 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 5922
Set Active on Dialogue Event
Sounds like a plan. BTW, you can have multiple Conversation Triggers on an NPC. You might want to do this, for example, if each Conversation Trigger has a different set of Conditions. But you'll have to add additional ones manually. The wizard tries to keep things simple by only working with one Con...