Search found 20771 matches
- Thu May 16, 2024 3:55 pm
- Forum: Dialogue System for Unity
- Topic: How to Skip Entire Cutscenes?
- Replies: 1
- Views: 18
Re: How to Skip Entire Cutscenes?
Hi, You could configure your skip button to call this C# method: PixelCrushers.DialogueSystem.DialogueManager.StopConversation(); That will stop the conversation, skipping all nodes that remain in the conversation. Alternatively, if you want to fast-forward through the nodes without showing anything...
- Thu May 16, 2024 3:51 pm
- Forum: Dialogue System for Unity
- Topic: Followed quick start but doesnt work
- Replies: 6
- Views: 80
Re: Followed quick start but doesnt work
Hi, I'm sorry, I don't understand what you mean by: "it just flshes black" Can you please clarify? Are you making a VR game? If so, you will need to change the Canvas's mode to World Space or Screen Space - Camera. If you follow the quick start tutorial exactly as shown in the video, witho...
- Thu May 16, 2024 8:31 am
- Forum: Dialogue System for Unity
- Topic: Different Scene Condition
- Replies: 3
- Views: 21
Re: Different Scene Condition
Happy to help!
- Thu May 16, 2024 8:01 am
- Forum: Dialogue System for Unity
- Topic: Different Scene Condition
- Replies: 3
- Views: 21
Re: Different Scene Condition
Hi, Add a Dialogue System Trigger component to a GameObject in Scene B, and set its Trigger dropdown to OnSaveDataApplied. (OnSaveDataApplied works just like OnStart except it's aware of the save system/scene changing system and will wait for save data to be applied if necessary.) Then set the Condi...
- Thu May 16, 2024 7:59 am
- Forum: Dialogue System for Unity
- Topic: how to make responsible subtitle??
- Replies: 6
- Views: 61
Re: how to make responsible subtitle??
Glad to help!
- Wed May 15, 2024 7:58 pm
- Forum: Dialogue System for Unity
- Topic: how to make responsible subtitle??
- Replies: 6
- Views: 61
Re: how to make responsible subtitle??
Hi,
Here's an example scene:
DS_SanabiStyleExample_2024-05-15.unitypackage
Please see the ---README--- GameObject in the scene.
Here's an example scene:
DS_SanabiStyleExample_2024-05-15.unitypackage
Please see the ---README--- GameObject in the scene.
- Wed May 15, 2024 4:28 pm
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 9
- Views: 77
Re: Prevent Usable use through wall?
Can you post a screenshot of the wall? Or send a reproduction project to tony (at) pixelcrushers.com? Is the Usable behind the wall? If so, is it really behind it in a raycast (Z axis) sense, or is it just being drawn like it's behind it because of the sprite sort order?
- Wed May 15, 2024 12:41 pm
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 9
- Views: 77
Re: Prevent Usable use through wall?
Hi,
I didn't realize you were in 2D. The Debug checkbox works in 3D.
Does your 2D wall have a collider?
I didn't realize you were in 2D. The Debug checkbox works in 3D.
Does your 2D wall have a collider?
- Wed May 15, 2024 8:45 am
- Forum: Dialogue System for Unity
- Topic: Prevent Usable use through wall?
- Replies: 9
- Views: 77
Re: Prevent Usable use through wall?
Make sure Raycast All is not turned on, since this will go through GameObjects. Tick your Selector's Debug checkbox. This will show a debugging gizmo. Here's a screenshot of the gizmo where the Selector's raycast is not blocked: unblocked.png You can see that the yellow raycast line ends in a green ...
- Wed May 15, 2024 8:38 am
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 1
- Views: 17
Re: UI Bar connected to Variables
Yes. Please see: Monitor Lua Variable Changes . For example, say you have a variable named Score. You can monitor it like this: public Slider scoreSlider; //<-- Assign in inspector. void Start() { Language.Lua.Assignment.MonitoredVariables.Add("Score"); Language.Lua.Assignment.VariableChan...