Search found 20688 matches
- Sun May 05, 2024 9:18 am
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 3
- Views: 21
Re: Turning off conversation UI for internal dialogue UI
Happy to help!
- Sun May 05, 2024 9:17 am
- Forum: Dialogue System for Unity
- Topic: Get the most recent Quest entry and store it as Playmaker variable
- Replies: 13
- Views: 158
Re: Get the most recent Quest entry and store it as Playmaker variable
Great - glad you got it working.
- Sun May 05, 2024 9:17 am
- Forum: Dialogue System for Unity
- Topic: Multple NPCS in a conversation
- Replies: 1
- Views: 10
Re: Multple NPCS in a conversation
Yes. Just inspect a dialogue entry node and set its Actor dropdown to the NPC/player actor who you want to speak that line. Related: Character GameObject Assignments
- Sat May 04, 2024 11:24 am
- Forum: Dialogue System for Unity
- Topic: OnConversationEnd triggered twice
- Replies: 3
- Views: 26
Re: OnConversationEnd triggered twice
Hi,
No, OnConversationEnd will run on the Dialogue Manager and the actor. If the conversant is different from the actor, it will also run on the conversant.
No, OnConversationEnd will run on the Dialogue Manager and the actor. If the conversant is different from the actor, it will also run on the conversant.
- Sat May 04, 2024 9:01 am
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 35
Re: Setting Up Tutorial For Players
Hi,
Try this:
Inspect your conversation in the Dialogue Editor.
Select Menu > Conversation Properties.
Tick Override Display Settings > Subtitle Settings. Set Continue Button to Never.
Then tick Sequence Settings. Set Default Sequence to: Continue()@Message(Typed)
Try this:
Inspect your conversation in the Dialogue Editor.
Select Menu > Conversation Properties.
Tick Override Display Settings > Subtitle Settings. Set Continue Button to Never.
Then tick Sequence Settings. Set Default Sequence to: Continue()@Message(Typed)
- Sat May 04, 2024 8:53 am
- Forum: Dialogue System for Unity
- Topic: help,2d selector cannot use
- Replies: 2
- Views: 12
- Sat May 04, 2024 8:51 am
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 3
- Views: 21
Re: Turning off conversation UI for internal dialogue UI
Hi, Yes. You can assign a different dialogue UI (e.g., with a different appearance or even with no visual elements) to the Dialogue System Trigger's Actions > Start Conversation > Override Dialogue UI, or add an Override Dialogue UI component to one of the participants (e.g., internal narrator actor...
- Sat May 04, 2024 8:47 am
- Forum: Dialogue System for Unity
- Topic: OnConversationEnd triggered twice
- Replies: 3
- Views: 26
Re: OnConversationEnd triggered twice
Hi,
Are you using the current version of the Dialogue System?
I think something else might be going on there. It will only send OnConversationEnd if the Dialogue Manager GameObject is different from the actor and conversant GameObjects.
Are you using the current version of the Dialogue System?
I think something else might be going on there. It will only send OnConversationEnd if the Dialogue Manager GameObject is different from the actor and conversant GameObjects.
- Sat May 04, 2024 12:27 am
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 35
Re: Setting Up Tutorial For Players
Hi,
Yes, you can use DialogueLua.GetVariable() to check a Dialogue System variable in C# code, such as:
Yes, you can use DialogueLua.GetVariable() to check a Dialogue System variable in C# code, such as:
Code: Select all
bool DialogueLua.GetVariable("DidTutorial").asBool;
- Fri May 03, 2024 7:04 pm
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 35
Re: Setting Up Tutorial For Players
Hi, Here's how I recommend setting it up: Use a Dialogue System variable to record whether the player has done the tutorial or not (e.g., "DidTutorial"). On your Dialogue System Trigger: Set the Trigger dropdown to OnSaveDataApplied. (This works the same as OnStart except if a saved game i...