Search found 32 matches
- Thu Oct 17, 2019 11:25 am
- Forum: Quest Machine
- Topic: StartDialogue for a specific quest instance?
- Replies: 5
- Views: 644
Re: StartDialogue for a specific quest instance?
Awesome! Works like a charm!
- Thu Oct 17, 2019 9:16 am
- Forum: Quest Machine
- Topic: StartDialogue for a specific quest instance?
- Replies: 5
- Views: 644
Re: StartDialogue for a specific quest instance?
Any ETA on the update?
I can probably stick with a single quest per giver for the moment while I wait for the update. No need for me to change anything yet in the meantime.
I can probably stick with a single quest per giver for the moment while I wait for the update. No need for me to change anything yet in the meantime.
- Thu Oct 17, 2019 4:14 am
- Forum: Quest Machine
- Topic: StartDialogue for a specific quest instance?
- Replies: 5
- Views: 644
StartDialogue for a specific quest instance?
In my UI I list the different quests that are available, like a message board. When I call StartDialogue on the quest giver, it gives me the list of quests but I don't want that as I already have preselected a quest. So I'm wondering how I can start a dialogue with a quest giver for a specific quest?
- Wed Oct 16, 2019 1:58 pm
- Forum: Quest Machine
- Topic: Text changes from white to black at runtime
- Replies: 10
- Views: 1268
Re: Text changes from white to black at runtime
Thanks I'll have a look. I am in the process of re-evaluating my entire UI as before I didn't include support for controllers so because of this, I have a major effort of reworking my UI and was thinking on building my own UI for the quest machine as well so I will probably look into that. I will us...
- Wed Oct 16, 2019 12:12 pm
- Forum: Quest Machine
- Topic: Text changes from white to black at runtime
- Replies: 10
- Views: 1268
Re: Text changes from white to black at runtime
I don't see that option... Only to enable 2D Physics which is grayed out (as I already enabled that).
And I'm not using the evaluation.... Never did... I bought it before I even used it for the first time
And I'm not using the evaluation.... Never did... I bought it before I even used it for the first time
- Wed Oct 16, 2019 11:56 am
- Forum: Quest Machine
- Topic: Text changes from white to black at runtime
- Replies: 10
- Views: 1268
Re: Text changes from white to black at runtime
Some research shows that this appears to be a bug in Unity... It's weird because it's only the Quest machine related UI that suffers from this. My own UI doesn't have this problem. The difference though is that my UI uses text mesh pro but the default QM UI uses the old text elements... The work aro...
- Wed Oct 16, 2019 11:13 am
- Forum: Quest Machine
- Topic: Text changes from white to black at runtime
- Replies: 10
- Views: 1268
Re: Text changes from white to black at runtime
Still switches to black... See screenshot.
My custom material has tint set to white and alpha 255.
My custom material has tint set to white and alpha 255.
- Wed Oct 16, 2019 10:23 am
- Forum: Quest Machine
- Topic: Text changes from white to black at runtime
- Replies: 10
- Views: 1268
Re: Text changes from white to black at runtime
As you can see from the screenshot I attached in the original post, there is no material attached to the text elements so not sure if that could cause the issue...
- Wed Oct 16, 2019 9:41 am
- Forum: Quest Machine
- Topic: Text changes from white to black at runtime
- Replies: 10
- Views: 1268
Text changes from white to black at runtime
I'm using the default quest machine prefabs but changes some images. Didn't touch the components or anything. It's all the text under the Quest machine canvas that is affected so also the quest in the hud which appears in black instead of white as well as all the text on buttons. See screenshot... I...
- Sat Oct 12, 2019 10:16 am
- Forum: Quest Machine
- Topic: Loading causes quest not found in DB error
- Replies: 3
- Views: 573
Re: Loading causes quest not found in DB error
mmm yes, that's a possibility.
I now moved the ApplySavedGameData to the start of my GameManager and that indeed seems to solve the problem.
Thx!
I now moved the ApplySavedGameData to the start of my GameManager and that indeed seems to solve the problem.
Thx!