Search found 8 matches
- Tue Aug 22, 2017 3:33 pm
- Forum: Dialogue System for Unity
- Topic: Conversation Trigger requires a Character Controller?
- Replies: 3
- Views: 399
Re: Conversation Trigger requires a Character Controller?
Ahhh right, how could I forget it needs rigidbody. Thanks!
- Tue Aug 22, 2017 2:56 pm
- Forum: Dialogue System for Unity
- Topic: Conversation Trigger requires a Character Controller?
- Replies: 3
- Views: 399
Conversation Trigger requires a Character Controller?
Hey Tony I've noticed conversation trigger seems to require a character controller component to work? I want to set up conversation triggers on prop items around the map that the player character can inspect (e.g.: 'oh look it's a lamp post!'), these aren't really NPCs, so I don't want to put charac...
- Tue Aug 22, 2017 2:15 pm
- Forum: Dialogue System for Unity
- Topic: Suggestion for breaking up conversation into parts?
- Replies: 5
- Views: 490
Re: Suggestion for breaking up conversation into parts?
So couldn't I just go
That'd send an OnConversationEnd message to both actor and conversant wouldn't it?
Code: Select all
SetActive(Dialogue Panel,false);
SendMessage(OnConversationEnd);
SetActive(Dialogue Panel,true)@Message(DoneMovingCharacter)
- Tue Aug 22, 2017 5:56 am
- Forum: Dialogue System for Unity
- Topic: Suggestion for breaking up conversation into parts?
- Replies: 5
- Views: 490
Re: Suggestion for breaking up conversation into parts?
Hey Tony,
If I put everything in 1 branch, is it possible to send OnConversationEnd message in the middle where it pauses? My scripts rely on that message to know when to do some things
If I put everything in 1 branch, is it possible to send OnConversationEnd message in the middle where it pauses? My scripts rely on that message to know when to do some things
- Mon Aug 21, 2017 3:53 pm
- Forum: Dialogue System for Unity
- Topic: Suggestion for breaking up conversation into parts?
- Replies: 5
- Views: 490
Suggestion for breaking up conversation into parts?
Hey, So I'm putting together a cutscene (not using Dialogue System, we have our own cutscene system that starts dialogue system conversations through API call) and we want to be able to do something like this: 1. Character begins some dialogue 2. Character moves to some position 3. Character continu...
- Sun Aug 20, 2017 1:33 pm
- Forum: Dialogue System for Unity
- Topic: High res portrait causes frame drop when starting conversation
- Replies: 5
- Views: 1064
Re: High res portrait causes frame drop when starting conversation
If anyone's experiencing the same issue - I'm happy to report after testing 1.7.5 beta that this has been resolved with some extra features that's coming in the new version
- Sat Aug 19, 2017 1:23 am
- Forum: Dialogue System for Unity
- Topic: High res portrait causes frame drop when starting conversation
- Replies: 5
- Views: 1064
Re: High res portrait causes frame drop when starting conversation
Yes, there are 6 portraits assigned to 2 characters at the moment, all assigned in the dialogue database actors tab.
Preload resources is already ticked
Preload resources is already ticked
- Fri Aug 18, 2017 8:11 am
- Forum: Dialogue System for Unity
- Topic: High res portrait causes frame drop when starting conversation
- Replies: 5
- Views: 1064
High res portrait causes frame drop when starting conversation
Hello, I've got some high resolution portraits in use in the game. They are png files with transparency, 2524x3189 and are about 1.2mb each. When I trigger a conversation I notice a sudden and noticeable momentary drop in frame rate that causes the conversation UI transition to be 'skipped' basicall...