Hi
Has anyone seen the attached issue? I cannot see all the fields in several DS components in the inspector. The text is cut off, as you can see in both screenshots. This is a recent issue, but I don't know if it's specific to the version of Unity I'm using (2019.4.11f).
thanks!
Strange editor issue
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- Posts: 29
- Joined: Mon Mar 02, 2020 1:44 pm
Strange editor issue
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- Screen Shot 2020-09-25 at 6.38.17 PM.png (116.18 KiB) Viewed 791 times
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- Screen Shot 2020-09-25 at 6.35.48 PM.png (28.59 KiB) Viewed 791 times
Re: Strange editor issue
Try widening the Inspector view. Newer versions of 2019.4 give more room to each field. If there's not enough room for the label to the left of each field, it word-wraps the label.
Side note: You should not add a Sequencer component yourself. The Dialogue System will add one as needed.
Side note: You should not add a Sequencer component yourself. The Dialogue System will add one as needed.
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- Posts: 29
- Joined: Mon Mar 02, 2020 1:44 pm
Re: Strange editor issue
Thanks. That is an annoying feature in the inspector...
Re sequencer: that is a brain failure on my part... thanks! I’ll use a Dialogue System Trigger like I should
Re sequencer: that is a brain failure on my part... thanks! I’ll use a Dialogue System Trigger like I should
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- Posts: 29
- Joined: Mon Mar 02, 2020 1:44 pm
Re: Strange editor issue
So... what's the recommended way for me to set a Lua variable using a Unity event? I trigger an event when the player succeeds in traversing a path, and I would like to set the variable at that time. I had thought that the Dialogue System Trigger would help, but it's not quite what I need. I think that's why I used a Sequencer directly...
thanks again!
thanks again!
Re: Strange editor issue
Hi,
You can write a tiny script to set a variable, and hook up the UnityEvent to that script.
Or you can use a Dialogue System Trigger. Set it to On Use. Select Add Action > Run Lua Code. Then use the "..." button to specify what you want to set, or type it manually if you prefer:
Then configure the UnityEvent to call the Dialogue System Trigger's OnUse method. Here's an example of a Trigger Event that sets a variable when the player enters the trigger collider:
You can write a tiny script to set a variable, and hook up the UnityEvent to that script.
Or you can use a Dialogue System Trigger. Set it to On Use. Select Add Action > Run Lua Code. Then use the "..." button to specify what you want to set, or type it manually if you prefer:
Code: Select all
Variable["TraversedPath"] = true
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- Posts: 29
- Joined: Mon Mar 02, 2020 1:44 pm
Re: Strange editor issue
That's brilliant. Thank you! Exactly what I was looking for.