Search found 20652 matches
- Tue Apr 30, 2024 11:22 pm
- Forum: Dialogue System for Unity
- Topic: How to return to previous conversant node after ending the conversation?
- Replies: 1
- Views: 14
Re: How to return to previous conversant node after ending the conversation?
Hi, Here are two ways you can do it: Approach 1: Set a variable true when the conversation gets to "What brings you here?". Add a link from <START> to "What brings you here?" with a condition that the variable is true. This approach doesn't require scripting, but it does require ...
- Tue Apr 30, 2024 9:59 am
- Forum: Dialogue System for Unity
- Topic: Get the most recent Quest entry and store it as Playmaker variable
- Replies: 3
- Views: 35
Re: Get the most recent Quest entry and store it as Playmaker variable
Hi, Create a Text Table asset if you haven't already. (Assets > Create > Pixel Crushers > Common > Text > Text Table) There's a reference manual in Plugins / Pixel Crushers / Common / Documentation if you want to read about text tables, but they should be relatively intuitive to edit. Add entries fo...
- Tue Apr 30, 2024 9:53 am
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Access Missing Menu Items on MacOS
- Replies: 0
- Views: 12
[HOWTO] How To: Access Missing Menu Items on MacOS
The Unity editor has a known bug ("IN-70913: A submenu disappears on MacOS...") that is still not resolved as of this post. If you're on MacOS and can't access menu items in Tools > Pixel Crushers > Dialogue System > Tools, add this script to a folder named Editor in your project to move t...
- Mon Apr 29, 2024 8:33 pm
- Forum: Dialogue System for Unity
- Topic: [HOWTO] Add More Track Toggle Options To Quest Log Window
- Replies: 0
- Views: 14
[HOWTO] Add More Track Toggle Options To Quest Log Window
This script adds the ability to toggle tracking of the selected quest by pressing a key or input button, or by showing a track UI button in the quest details. Replace your Standard UI Quest Log Window component's script in place with this one, add a track button to the quest details section, and ass...
- Mon Apr 29, 2024 4:45 pm
- Forum: Dialogue System for Unity
- Topic: Issue Encountered When Using Sequencer Command to Control ContinueMode
- Replies: 3
- Views: 37
- Mon Apr 29, 2024 2:43 pm
- Forum: Dialogue System for Unity
- Topic: Issue Encountered When Using Sequencer Command to Control ContinueMode
- Replies: 3
- Views: 37
Re: Issue Encountered When Using Sequencer Command to Control ContinueMode
Hi, 1. SetContinueMode(original) Has No Effect It seems that in Sequencer.HandleSetContinueModeInternally, the originally correct code has been commented out, resulting in incorrect functionality in the current version. For example, lines 2724, 2733, and 2734 have been commented out. Have you import...
- Mon Apr 29, 2024 12:17 pm
- Forum: Dialogue System for Unity
- Topic: Need help with checking conditions: "All must be true"
- Replies: 1
- Views: 29
Re: Need help with checking conditions: "All must be true"
Hmm, it looks like that should work. Here's how to debug it: 1. Use the Watches tab or Variable View window to check the variable values at runtime. Make sure they're actually all true. 2. Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. When the conversation starts, keep...
- Mon Apr 29, 2024 12:10 pm
- Forum: Dialogue System for Unity
- Topic: [Solved] Multiple "Is Player" Actors and PC Name/Portrait in Response Menu
- Replies: 3
- Views: 34
- Mon Apr 29, 2024 10:34 am
- Forum: Dialogue System for Unity
- Topic: [Solved] Multiple "Is Player" Actors and PC Name/Portrait in Response Menu
- Replies: 3
- Views: 34
Re: Multiple "Is Player" Actors and PC Name/Portrait in Response Menu
Hi,
Inspect your dialogue UI's Standard Dialogue UI component and tick Conversation UI Elements > Use First Response For Menu Portrait. This will look at the first response in the menu and use that actor's portrait.
Inspect your dialogue UI's Standard Dialogue UI component and tick Conversation UI Elements > Use First Response For Menu Portrait. This will look at the first response in the menu and use that actor's portrait.
- Mon Apr 29, 2024 8:13 am
- Forum: Dialogue System for Unity
- Topic: Accessibility Option
- Replies: 3
- Views: 41
Re: Accessibility Option
Hi,
You can access the dialogue UI in C# using DialogueManager.standardDialogueUI. For example, to change the color of the main Dialogue Panel's image:
You can access the dialogue UI in C# using DialogueManager.standardDialogueUI. For example, to change the color of the main Dialogue Panel's image:
Code: Select all
DialogueManager.standardDialogueUI.conversationUIElements.mainPanel.GetComponent<Image>().color = Color.red;