Dialogue System for Unity 2.2.4 Released

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System for Unity 2.2.4 Released

Post by Tony Li »

Version 2.2.4 of the Dialogue System for Unity is now available on the Asset Store!

Highlights of this release include:
  • Native Super Text Mesh integration
  • Your custom Lua functions can now appear in typing-free "..." dropdowns wizards
  • Various updates for Unity 2019.3
Release Notes:
Core:
  • Unity 2019.3 updates:
    Updated to handle Disabled Domain Reloading (new feature in Unity 2019.3+).
    Updated to handle UI Scaling.
    Updated to remove deprecated API warnings.
  • Dialogue Editor:
    Improved: Database template is now stored in database itself as well as EditorPrefs.
    Fixed: Database auto-backups are saved to Auto Backup Folder instead of same folder as database.
  • Fixed: Dialogue System Events' OnConversationCancelled is now called even if speaker or listener is null.
  • Fixed: SetDialoguePanel() now handles subtitle panels and dialogue panel that all have animators.
  • Fixed: SetMenuPanel() no longer requires player to have a GameObject.
  • Fixed: SetPortrait() sequencer command now correctly changes listener's subtitle panel as well as speaker's.
  • Fixed: When adding multiple databases with overlapping content, Lua environment had content version from last-added database.
  • Fixed: TextMesh Pro Typewriter Effect now handles combination of TMP tags and RPG Maker style pause codes properly.
  • Added: New CustomLuaFunctionInfo asset allows you to add custom Lua functions in "..." dropdown wizards.
  • Added: Lua func UpdateQuestIndicators("quest").
  • Added: [QuestEntryPopup] scripting attribute.
  • Added: CinemachineTarget() sequencer command.
  • Added: Conversation field type to Templates folder. (Uncomment to use.)
  • Changed: ExtraDatabases script execution order changed to -10. If set to OnStart, no longer waits 1 frame.
  • Save System: Added SpawnedObjectManager option to call ApplyData on respawned objects' savers.
  • Text Table: Fixed: right-click context menu would select wrong field row.
Third Party Support:
  • Adventure Creator: Fixed syncing items at conversation end even if AC.KickStarter.player is unassigned.
  • articy:draft: Dialogue Text and Menu Text now process embedded "\n" codes as newlines; added option to use no actor if not specified (instead of actors 0 & 1).
  • uMMORPG: Added Use Player Icon For Conversations checkbox, CanTrade/ManageGuild/Revive() Lua functions. Fix for
  • QuestStateListeners that use player-dependent Lua conditions.
  • Ink: Added Sequence("commands") external function.
  • Invector: Bridge component now automatically sets up EventSystem to use current Invector UI navigation controls for conversation response menus.
  • PlayMaker: Added PlayMaker Global Variable Saver component.
  • Realistic FPS Prefab: Fixed jump speed which was being incorrectly set to zero after conversations.
  • SLATE: Fixed Start Conversation popup not saving selection.
  • Super Text Mesh: Added native integration for all Dialogue System UIs.

Coming up on the roadmap:
  • Addressables support
  • New Input System support
(There is currently a Tools > Pixel Crushers > Common > Enable New Input System... menu item, but it only silences errors about trying to read from the legacy Unity Input system if you've disabled the legacy Unity Input system. The next version should include full support for the New Input System.)
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digiwombat
Posts: 50
Joined: Sun Jun 16, 2019 4:59 am

Re: Dialogue System for Unity 2.2.4 Released

Post by digiwombat »

STM stuff is working smoothly. Thanks for getting that together!

(And that autobackup fix)
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity 2.2.4 Released

Post by Tony Li »

My pleasure!
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