Search found 29 matches
- Thu May 18, 2017 11:17 am
- Forum: Dialogue System for Unity
- Topic: Is there a way to save active data?
- Replies: 1
- Views: 345
Is there a way to save active data?
Is there a way to save active data? Please help I want to save the current active BGM and when I save it in a specific dialogue entry I want that to play on the saved current dialogue entry. Also, how can I transfer the database's entire node content and to a .txt file fast?
- Sat Mar 25, 2017 10:10 pm
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
I have an Idea and it might just work, how about I have 2 cameras with different backgrounds each and use SwitchCamera(). How do I save the active camera?
- Sat Mar 25, 2017 9:09 am
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
So I used the method you've shown me. It works fine but when I save and load the point where the background image changes it doesn't load and rather it would load the previous picture. How do I fix it? I am using the Visual Novel Framework.
- Fri Mar 24, 2017 8:52 pm
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
Thanks Tony
- Fri Mar 24, 2017 8:46 pm
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
Does the variable need to be in boolean?
- Fri Mar 24, 2017 12:28 pm
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
Does Persistent Active data save the changes in background images? For example the player goes to the library, the background picture changes into a library by SetActive(Library,true); and when I save to that point and load it back, does it save the inactive and active background images?
- Mon Mar 20, 2017 9:32 pm
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
Thanks Tony I have varying talking animations for every characters. Instead of adding the required AnimatorPlay(Idle)@{{end}}; I'll add it instead on the node where the npc talks. Thanks a lot
- Mon Mar 20, 2017 11:19 am
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
Should I make SetContinueMode(false); and SetContinueMode(original)@{{end}} at the default sequence? Because I want on all of my nodes
- Sun Mar 19, 2017 11:54 pm
- Forum: Dialogue System for Unity
- Topic: Talking animation loop (Mecanim)
- Replies: 25
- Views: 2974
Re: Talking animation loop (Mecanim)
How do I hide the continue button while the npc is talking and show it only after the npc is done talking or the player decide to press space to skip the line?
- Sun Mar 19, 2017 10:00 am
- Forum: Dialogue System for Unity
- Topic: How to create a saving and loading system?
- Replies: 13
- Views: 2111
Re: How to create a saving and loading system?
For some reason, that error perished. Thanks for replying