Search found 10 matches
- Fri Jan 22, 2021 7:05 pm
- Forum: Dialogue System for Unity
- Topic: Conversations are not ending and overlapping
- Replies: 5
- Views: 1146
Re: Conversations are not ending and overlapping
It happens always after using the start conversation clip in a timeline. I'm using speech bubbles and the one overlapping is the main dialogue Ui
- Fri Jan 22, 2021 7:04 pm
- Forum: Dialogue System for Unity
- Topic: Conversations are not ending and overlapping
- Replies: 5
- Views: 1146
Re: Conversations are not ending and overlapping
I have the same issue, out of nowhere. it shows the Dialogue Panel from a character that's not talking. it only shows the panel with the portrait name
- Thu Oct 03, 2019 11:07 pm
- Forum: Dialogue System for Unity
- Topic: Both UI panels showing
- Replies: 2
- Views: 451
Re: Both UI panels showing
BTW one-panel show only:
"Name
(NPC Subtitle)"
An the other show the dialogue
"Name
(NPC Subtitle)"
An the other show the dialogue
- Thu Oct 03, 2019 11:03 pm
- Forum: Dialogue System for Unity
- Topic: Both UI panels showing
- Replies: 2
- Views: 451
Both UI panels showing
Every first time that a "dialog actor" gets trigger (Dialog System Trigger)I get both UI panels showing, the "Speech Bubble" and the "DialogueUI". I try lots of things I don't get it...
- Mon Apr 23, 2018 2:47 am
- Forum: Dialogue System for Unity
- Topic: Condition doesn't affect Dialogue entry until too late
- Replies: 6
- Views: 1130
Re: Condition doesn't affect Dialogue entry until too late
That way doesn't work. If I add the "Delay(#)" The "delay evaluation" node doesn't seem to delay the evaluation, I need to add an extra node in order to work. Weird, not sure why
- Sat Apr 21, 2018 1:36 pm
- Forum: Dialogue System for Unity
- Topic: Condition doesn't affect Dialogue entry until too late
- Replies: 6
- Views: 1130
Re: Condition doesn't affect Dialogue entry until too late
Is there a way to Delay the "Delay evaluation Node" , cause using @# doesn't seems to work ?
- Sat Apr 21, 2018 1:15 pm
- Forum: Dialogue System for Unity
- Topic: Condition doesn't affect Dialogue entry until too late
- Replies: 6
- Views: 1130
Re: Condition doesn't affect Dialogue entry until too late
To accommodate certain continue buttons modes, the Dialogue System evaluates conditions one level ahead (from the More On Conditions page). This may be the issue if you're setting the quest state in one dialogue entry node and then checking that quest state in the next node. That's exactly the issu...
- Sat Apr 21, 2018 10:55 am
- Forum: Dialogue System for Unity
- Topic: Condition doesn't affect Dialogue entry until too late
- Replies: 6
- Views: 1130
Condition doesn't affect Dialogue entry until too late
After several tests, I can't figure out how to stop a dialogue from showing, using a quest state as the decisive element. What I want to achieve is that the NPC (Trigger by the player), will talk to him about a task he need to complete, after several seconds later (3) if the player didn't complete t...
- Thu Apr 19, 2018 8:17 pm
- Forum: Dialogue System for Unity
- Topic: Waiting for Several messages
- Replies: 1
- Views: 475
Waiting for Several messages
Is there a way to have a Sequence that requires waiting for more than one Message?
Something like;
Code: Select all
Code: Select all
SetActive(Bomb, false)@Message(Message1 && Message2);
- Wed Apr 18, 2018 7:06 pm
- Forum: Dialogue System for Unity
- Topic: Some objects were not cleaned up when closing the scene. Bug?
- Replies: 1
- Views: 3263
Some objects were not cleaned up when closing the scene. Bug?
I just implement this in tool in my game, and I noticed that resetting a level cause the following error: Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?) I keep getting this error every time I reset the game, is not always, but 1 every 3 times...