Search found 20783 matches
- Tue May 21, 2024 9:04 am
- Forum: Dialogue System for Unity
- Topic: Lively Chat Bubble: Continue Button Key & Cannot edit prefab ChatBubbleWhite
- Replies: 1
- Views: 11
Re: Lively Chat Bubble: Continue Button Key & Cannot edit prefab ChatBubbleWhite
Hi, Welcome to Unity, and thanks for using the Dialogue System! 1. I am unable to edit the prefab ChatBubblesWhite. On your NPC's Lively Chat Bubbles Subtitle Panel, make sure the prefab is assigned to the Chat Bubble Prefab field, and that the Chat Bubble field is unassigned. On the prefab, check t...
- Tue May 21, 2024 8:25 am
- Forum: Dialogue System for Unity
- Topic: Setting Continue Button to Always loops conversation
- Replies: 3
- Views: 31
Re: Setting Continue Button to Always loops conversation
Glad to help!
- Tue May 21, 2024 8:24 am
- Forum: Dialogue System for Unity
- Topic: Voice speech sync with text
- Replies: 2
- Views: 35
Re: Voice speech sync with text
Hi, What do you want to sync? The timing of the subtitle panel duration with the audio length? The timing of the typewriter with the audio length? The timing of the appearance of individual words with the audio? The animation of the mouth with the audio (aka lip sync)? Example: Time the subtitle pan...
- Mon May 20, 2024 8:44 pm
- Forum: Dialogue System for Unity
- Topic: Setting Continue Button to Always loops conversation
- Replies: 3
- Views: 31
Re: Setting Continue Button to Always loops conversation
Hi, I suspect what's happening is that the click (or other input) to click the final continue button is also being read to trigger whatever starts the conversation. If you're using a Dialogue System Trigger to start the conversation, you can usually prevent it by ticking the Prevent Restart On Same ...
- Mon May 20, 2024 7:42 pm
- Forum: Dialogue System for Unity
- Topic: Audio clip not works.
- Replies: 1
- Views: 28
Re: Audio clip not works.
Hi,
The ability to add audio clips to Arcweave projects is a fairly new feature. I'm working on adding support for it in the integration. I'll try to get this into version 2.2.46 or 2.2.47.
The ability to add audio clips to Arcweave projects is a fairly new feature. I'm working on adding support for it in the integration. I'll try to get this into version 2.2.46 or 2.2.47.
- Mon May 20, 2024 8:10 am
- Forum: Dialogue System for Unity
- Topic: Reroute conversation that has no available text to another conversation
- Replies: 1
- Views: 56
- Mon May 20, 2024 8:09 am
- Forum: Dialogue System for Unity
- Topic: Baldi's Basics Caption System
- Replies: 1
- Views: 46
Re: Baldi's Basics Caption System
Hi,
You should be able to use the same approach as How To: Show Overhead Conversation Bubble Text to put the captions in world space canvases, either as barks or -- for more than one line at a time -- subtitles in a conversation.
You should be able to use the same approach as How To: Show Overhead Conversation Bubble Text to put the captions in world space canvases, either as barks or -- for more than one line at a time -- subtitles in a conversation.
- Mon May 20, 2024 7:58 am
- Forum: Quest Machine
- Topic: Invector with mirror
- Replies: 3
- Views: 38
Re: Invector with mirror
Glad to help!
- Sun May 19, 2024 9:53 pm
- Forum: Quest Machine
- Topic: Invector with mirror
- Replies: 3
- Views: 38
Re: Invector with mirror
Hi, Those integration scripts assume a single Invector player. They could still work in a multiplayer game if the remote players are represented by "ghosts" -- that is, non-Invector GameObjects that just mirror the positions and animations of the actual remote players. If you're instantiat...
- Sun May 19, 2024 10:01 am
- Forum: Dialogue System for Unity
- Topic: How should I go about using the Save System for Visual Novel Values?
- Replies: 1
- Views: 55
Re: How should I go about using the Save System for Visual Novel Values?
Hi, There are two ways to do this: 1. The simplest from a code perspective is to use Dialogue System variables in your dialogue database. They automatically get saved in your saved games, and you can see their values at runtime in the Dialogue Editor's Watches tab. Tip: Use "." in your var...