Dialogue System for Unity 1.6.0 Released!

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

Dialogue System for Unity 1.6.0 Released!

Post by Tony Li »

Version 1.6.0 is now available on the Pixel Crushers customer download site! If you need access, please PM me your Unity Asset Store invoice number. It should be available on the Unity Asset Store in 5-7 business days.

The highlights of this release are:
  • Dialogue Editor improvements -- zooming!
  • Unity UI support improvements -- collapsible quest groups
  • Updates to several third party support packages
Version 1.6.0
Core
  • Added: ShowAlert() Lua function.
  • Fixed: SetContinueMode(true) now correctly shows re-enabled continue button.
  • Fixed: Cross-conversation link dropdown menu was showing incorrect options.
  • Fixed: Lua condition wizard Apply position now positions correctly when Inspector view is narrow.
  • Fixed: Conditions in trigger editors sometimes didn't use selected dialogue database.
  • Fixed: Computation of {{end}} duration now correctly ignores rich text codes.
  • Fixed: Dialogue Manager banner image now shows even if the Dialogue System folder moved in the project.
  • Dialogue Editor:
    Added: Can now zoom node editor in/out.
    Added: Cross-conversation links are now indicated by short red arrow.
    Added: Orphan nodes are now highlighted in red.
    Improved: Increased Dialogue Editor node canvas size 10x in each direction.
    Improved: Localized Text Table editor can now specify encoding type (UTF8 or Unicode) to use when importing/exporting.
    Fixed: Editor lost current database selection when switching into playmode.
    Fixed: Dropdown entry text misinterpreted slashes in rich text codes as submenu dividers.
  • Unity UI:
    Added: Unity UI & Unity GUI quest groups are now collapsible in quest log windows.
    Added: Quest Tracker now has checkbox to show/hide container if empty.
    Added: Unity UI Ignore Pause Codes component; updated prefabs to use this for reminder lines and use Unscaled Time animation.
    Added: LocalizeUIText.UpdateFieldName().
    Improved: Unity UI scripts no longer force Time.timeScale=1 during show/hide animations.
    Improved: Unity UI Typewriter Effect now only allows one copy on a GameObject. Added OnBegin, OnCharacter, OnEnd events.
    Fixed: Quest log window properly populates when paused.
    Fixed: Canvas Animator Controller Show animation clip ensures Canvas gets re-enabled properly even after deactivating & reactivating GameObject.
Third Party Support
  • articy:draft: Converter now logs Articy ID with conversion errors to make it easier to track down missing assets.
  • Chat Mapper: Added import/export of dialogue entry canvas positions.
  • Cinema Director: Added Show Alert event. Visible events now show stand-in message during preview. Updated example scene with Show Alert and Start Conversation events.
  • NGUI: Quest groups are now collapsible in quest log windows. Added Wait for Continue Button option to bark UI.
  • ORK: Added Get DS Variable and Set DS Variable event steps. (Thanks, hellwalker!)
  • Realistic FPS Prefab:
    Added PauseAIOnConversation component to properly pause AI during conversations.
    Added instructions on how to stop conversations if NPC gets hurt.
  • Rogo LipSync: Updated for LipSync 0.61.
  • RPG Kit: Updated for RPG Kit 3.1.3.
  • S-Inventory: Updated S-Inventory Realistic FPS Prefab SInventoryWeaponPickup to call ActivateObject for MonsterItemTrap.
alfonso
Posts: 104
Joined: Mon Jul 13, 2015 6:31 am

Re: Dialogue System for Unity 1.6.0 Released!

Post by alfonso »

mproved: Unity UI Typewriter Effect now only allows one copy on a GameObject. Added OnBegin, OnCharacter, OnEnd events.
I was going to send a suggestion to put these events! you've passed me :)
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Alatriste
Posts: 181
Joined: Wed Nov 11, 2015 5:07 pm
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Re: Dialogue System for Unity 1.6.0 Released!

Post by Alatriste »

Thanks!!
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