Invector integration

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hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Invector integration

Post by hrohibil »

Hello tony

How do i setup so with my invector player, i have created a variable when that is true the player should play a specific animation from the vtrigger?

If false then an audio play saying key is needed`?
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Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Invector integration

Post by Tony Li »

You can configure the vTrigger to use two Dialogue System Triggers.

In the first Dialogue System Trigger, set the Conditions to require that the variable is true. Set the Actions > OnExecute() UnityEvent or Actions > Play Sequence to play the animation.

In the second Dialogue System Trigger, set the Conditions to require that the variable is false. Set the Actions > ... to play the audio. You may also want to give a visual indication, such as an animation or conversation text, for players who have their sound turned off.
hrohibil
Posts: 369
Joined: Thu Nov 04, 2021 12:50 pm

Re: Invector integration

Post by hrohibil »

Thank you Tony

This is awesome.
I simply love that your asset provide so many ways to do the same thing.

On your Lua drop-downs I can basiclly pick what I need.

On each node in the inspector on the bottom there is option to use Unity events which I is so well thought, I can run my public methods on conversations end her :D
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Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Invector integration

Post by Tony Li »

Glad to help!
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