Dialogue System 2.2.0 for Unity Released

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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System 2.2.0 for Unity Released

Post by Tony Li »

Version 2.2.0 is now live on the Unity Asset Store!

This is a big update packed with improvements, bug fixes, and third party integration updates, including new support for Look Animator, which makes your conversations feel much more alive when naturally characters look at each other while talking.

IMPORTANT UPGRADE NOTES:
  • Minimum version is now Unity 2017.4.
  • For best upgrade results, delete the previous Plugins / Pixel Crushers / Dialogue System folder before importing this version.
  • Back up your project before importing or updating any asset, including this update.

Release Notes:
Core:
  • CHANGED: Minimum version is now Unity 2017.4.1f1.
  • Editor:
    - Improved: Better recognition of Welcome Window options changes (e.g., Cinemachine, articy:draft, etc.).
    - Improved: Enabling an option now applies to all installed build targets, not just current.
    - Improved: Can now double-click nodes to enter Dialogue Text directly on them.
    - Improved: Added character count in Dialogue Text & Menu Text entry.
    - Improved: Default Sequence fields are now multiline text areas in the DialogueManager and conversation Override Display Settings.
    - Improved: Localization import now has option to import main text updates as well.
  • Engine:
    - Added: Lua functions GetEntryText(), GetEntryBool(), GetEntryNumber().
    - Added: Sequencer commands AudioStop(), OpenPanel(), SendMessageUpwards().
    - Improved: Reports warnings when using {{shortcut}} sequencer tags that don't exist.
    - Improved: Usable component now uses target's Dialogue Actor name if present.
    - Improved: Sequencer commands can now find inactive GameObjects by name even if root parent is inactive.
    - Improved: ConversationView.GetDefaultSubtitleDuration now factor in RPGMaker code lengths.
    - Fixed: Possible NullReferenceException when splitting on pipes.
    - Fixed: When barking from a conversation, the speaker & listener were swapped.
  • UI:
    - Improved: Added option to delay typewriter effect until Show animation completes.
    - Improved: Typewriter effect handles StartTyping(fromCharacter) with pause codes in text preceding fromCharacter.
    - Improved: Standard Bark UI's isPlaying property stays true until continue button click if Wait For Continue is ticked.
    - Improved: UIPanel.OnHidden method is now virtual.
    - Fixed: TextMesh Pro Typewriter Effect now handles special TMP tags when starting typewriter at an offset.
    - Fixed: Subtitle panels that can focus/unfocus and whose Visibility was set to Only During Content sometimes showed subtitle unfocused.
    - Fixed: ClearSubtitleText() didn't clear when subtitle panel was configured to accumulate text.
    - Fixed: If Standard Bark UI's Use Name checkbox is unticked, it now hides the Name GameObject.
    - Fixed: If Standard Bark UI didn't have a canvas in its hierarchy, it didn't play Hide animations.
    - Fixed: Bark Group Members now automatically register their groups on start.
  • Save System:
    - Improved: Disk Saved Game Data Storer methods are now virtual.
    - Fixed: Disk Saved Game Data Storer WebGL build error message.
    - Fixed: Bug in Position Saver with Multiscene ticked.
Third Party Support:
  • articy:draft: Convert Markup now converts \&lt; and \&gt; back to < and >; added checkbox to enable/disable Split Text On Pipes.
  • Corgi: Updated for Corgi 6.0; updated BarkUI prefab to use StandardBarkUI instead of older UnityUIBarkUI; Added PermitAbility sequencer command.
  • Emerald AI: Added Lua function to get enemy's health.
  • Inventory Engine: Optimized Lua functions.
  • Look Animator: Added support.
  • ORK Framework: Added example scenes.
  • SuperTextMesh: Updated to support Delay Typing Until Open.
  • TextMesh Pro: Removed legacy TextMesh Pro Support package since Dialogue System has native TextMesh Pro integration. (Legacy package is on Extras page.)
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