Try PController as one word, so it matches the script filename, including Upper/lower case. Similarly for the proximity selector:
Code: Select all
SetEnabled(ProximitySelector, false, listener)
Code: Select all
SetEnabled(ProximitySelector, false, listener)
Tony Li wrote:What kind of image?
To show actor portrait images like below:
assign images to the actors in your dialogue database, and configure your dialogue UI with UI elements for portrait images. (The Unity UI Generic Dialogue UI is configured for portrait images if you want to see an example, as is the Mobile prefab shown above.)
If you want to show images inline with your text, I recommend buying TextMesh Pro. Neither Unity UI nor legacy Unity GUI have built-in support for inline images. But with TextMesh Pro you can do things like this:
If you just want an image to appear on the screen, you can use the SetActive() sequencer command. Create a GameObject with an image (for example, a Unity UI Image in a Canvas) and set it inactive. Then use SetActive() to activate the GameObject at the desired time.