Search found 34 matches
- Sat Apr 20, 2019 3:04 am
- Forum: Dialogue System for Unity
- Topic: Code Change Requests
- Replies: 4
- Views: 382
Re: Code Change Requests
Hey Tony, I appreciate you making the fade change as requested here, but haha I'm pretty sure you broke fades, unfortunately! This line during OnDestroy is currently: faderImage.color = new Color(color.r, color.g, color.b, fadeIn ? 1 : 0); But it should be the other way around, with 0 : 1, since fad...
- Fri Apr 05, 2019 3:19 pm
- Forum: Dialogue System for Unity
- Topic: Code Change Requests
- Replies: 4
- Views: 382
Re: Code Change Requests
Excellent, thanks!
- Fri Apr 05, 2019 2:20 pm
- Forum: Dialogue System for Unity
- Topic: Code Change Requests
- Replies: 4
- Views: 382
Code Change Requests
Hey Tony, I have made a couple code changes on my end that I have to reapply every time I update Dialogue System, which is quite irritating to do. I hope you think they are beneficial changes though, and request for you to add them, or some equivalent, into the core product, which would alleviate th...
- Sat Jan 12, 2019 6:55 pm
- Forum: Dialogue System for Unity
- Topic: Change request for SaveSystem
- Replies: 2
- Views: 360
Re: Change request for SaveSystem
Thanks!! Always helps when it's part of the official, as opposed to just a code change on my end.
- Fri Jan 11, 2019 3:07 am
- Forum: Dialogue System for Unity
- Topic: Change request for SaveSystem
- Replies: 2
- Views: 360
Change request for SaveSystem
Hi Tony, My problem is the "Save Current Scene" flag on the SaveSystem does some stuff I need but other stuff I don't really like. The needed stuff is that it stores the loaded save data into memory via this line: m_savedGameData = savedGameData; As you can see in LoadGame, the "else&...
- Wed Dec 19, 2018 3:34 pm
- Forum: Dialogue System for Unity
- Topic: articy:draft dialogue slots
- Replies: 4
- Views: 446
Re: articy:draft dialogue slots
Cool, that is probably a better workaround than what I was going to do. Thanks!
- Wed Dec 19, 2018 12:54 pm
- Forum: Dialogue System for Unity
- Topic: articy:draft dialogue slots
- Replies: 4
- Views: 446
Re: articy:draft dialogue slots
Thanks! In the meantime I was trying to toy with using ID instead of Display Name for Slots, figuring the ID would have a lot less issues. I figured out to use ArticyTools.FindAssetByArticyId instead of DialogueManager.MasterDatabase.GetItem, and things were going smoothly, easy find/replace to conv...
- Wed Dec 19, 2018 11:16 am
- Forum: Dialogue System for Unity
- Topic: articy:draft dialogue slots
- Replies: 4
- Views: 446
articy:draft dialogue slots
Hi Tony, We aim to reference a dialogue/conversation from within an Item, so that it can be looked up and started from code, like so: var cutsceneName = action.LookupValue(Consts.Articy.PostDialogueSlot); if (DialogueManager.MasterDatabase.GetConversation(cutsceneName) != null) { DialogueManager.Sta...
- Mon Oct 01, 2018 11:22 pm
- Forum: Dialogue System for Unity
- Topic: Question about "speaker" and "listener" in Articy
- Replies: 8
- Views: 1911
Re: Question about "speaker" and "listener" in Articy
Thanks for the response again, Tony. For this particular problem, I chose to just assign the "Sequence Listener" field in Unity to the very object itself, and with that contained in a prefab, it doesn't add any extra work for me. But your solution may come in handy for future and is great ...
- Fri Sep 28, 2018 3:11 pm
- Forum: Dialogue System for Unity
- Topic: Question about "speaker" and "listener" in Articy
- Replies: 8
- Views: 1911
Re: Question about "speaker" and "listener" in Articy
Thanks for the follow up! While we've specifically opted to not reference articy entities within the dialogue and dialogue fragment I could see how this could result in some odd behavior. Our goal was to use articy as a means to store our dynamic sequences, but we're reconsidering our strategy. What...