Search found 31 matches
- Fri Nov 09, 2018 3:08 am
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
What if you use Fade(stay) instead of Fade(out)? BTW, Fade(out)@2 will do this: 0:00 Nothing. 0:02 Start fade to black. 0:03 Finish fade to black. Black cover will disappear, revealing the game view. In comparison, this is what Fade(stay,2) will do: 0:00 Start fade to black. 0:02 Finish fade to bla...
- Thu Nov 08, 2018 5:10 pm
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
Important thing: fading effect disappears, when the node with the Fade(out) sequence is stil active.
- Thu Nov 08, 2018 4:53 pm
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
If it's still not working right in your scene, would you please post new screenshots of the current configuration? Only node screenshots or something else? http://prntscr.com/lg2acy http://prntscr.com/lg2ak2 Here are the nodes. In the second node Fade(in), actually doesn't work. It only fades out, ...
- Thu Nov 08, 2018 4:12 pm
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
It works right as you describedTony Li wrote: ↑Thu Nov 08, 2018 3:43 pm Does this scene work?
FadeExample_2018-11-08.unitypackage
When the scene starts, it should fade out, wait 1.5 seconds, then fade back in.
- Thu Nov 08, 2018 2:30 pm
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
I'm sorry, it's my fault. The documentation says that the default is 1 second, but it was actually 0 seconds. I just fixed the command to match the documentation (1 second), which makes more sense. If you import this package, it should work: DS2_FadePatch_2018-11-08.unitypackage It fades (in and ou...
- Thu Nov 08, 2018 10:51 am
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
The Dialogue System's DemoScene1 has a Fade() command on the GameObject Dialogue Manager > Demo Menu. It plays in a Sequence Trigger when the scene starts. Does this scene work in your project? Can you please post screenshots of the Inspector views of your dialogue entry nodes? You can also try thi...
- Thu Nov 08, 2018 8:53 am
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
- Thu Nov 08, 2018 5:14 am
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
Hi, Is the background image in a Resources folder? And is it named exactly as spelled in the Background field? Hi. I activated backup database instead of the main one - the was the reason)). Now I have another issue. Fade (in) and Fade (out) sequences don't work somehow. I create empty node, set ac...
- Thu Oct 25, 2018 4:19 pm
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
Hi, If the subtitle panel has an Animator, its animator state might be reset when you deactivate it and reactivate it. Try this: SetActive (Subtitle Panel 1,true); AnimatorTrigger(Show, Subtitle Panel 1) or maybe don't deactivate the subtitle panel. Instead, just play the Hide and Show animations u...
- Tue Oct 23, 2018 11:30 am
- Forum: Dialogue System for Unity
- Topic: Some advises on start needed
- Replies: 59
- Views: 12318
Re: Some advises on start needed
What if you set the narrator's portrait image to a blank, transparent image? This post has an image you can use. Yes, but as you can resemle from my earlier requests, I want sometimes to hide the whole subtitle panel and activate custom menu to switch to another conversation. It succesfully hides, ...