Hey Tony,
thanks for showing me that gem - that solved it. I should spend some more time digging into the inner workings of the dialogue system next time.
Search found 4 matches
- Thu Mar 24, 2016 8:26 am
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Check if subtitles are fully displayed in Custom Sequencer Script
- Replies: 3
- Views: 564
- Wed Mar 23, 2016 3:19 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Check if subtitles are fully displayed in Custom Sequencer Script
- Replies: 3
- Views: 564
[SOLVED] Check if subtitles are fully displayed in Custom Sequencer Script
Hello again. Similar to the problem I encountered in this thread I now am wondering how to check in code if the subtitles that are displayed with a typewriter effect are done writing up (so they are fully displayed). My plan is to have an animator bool controlling a talk-loop set from true to false ...
- Wed Mar 16, 2016 2:29 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Changing animator status at end of conversation line
- Replies: 3
- Views: 658
Re: Changing animator status at end of conversation line.
Hey Tony, thank you for the lightning fast response! How would I approach overwriting the default sequence I would set up at the camera for an individual node (e.g. if there is another kind of talking-animation available for certain circumstances; mumbling, agitated talk, etc)? Edit: I noticed that ...
- Wed Mar 16, 2016 1:52 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] Changing animator status at end of conversation line
- Replies: 3
- Views: 658
[SOLVED] Changing animator status at end of conversation line
Hello there, I am planning to perform various changes in the animator parameters of the conversant character. These changes are supposed to happen at the start of a node and at the end of a node, after the subtitles have been displayed. I am using the sequencer to adjust these parameters yet was una...