I have downloaded the trial version. This seems like it would work for what I need. However, I have a problem. My game is 1st person and I can't get things to work.
I have tried Unity 2017.2 and Unity 5.6.
I follow the quick start tutorial (Sgt. Graves version not the ultra quick version) as written and things work fine. I then replace the player prefab with a standard asset 1st person controller. I do Window--dialogue system--wizard--player setup. I ensure the player is set up with the same components as the base player. During set up under--transition I enable show mouse cursor during game play (because it is hidden when playing).
I start the scene and engage Sgt. the dialogue menu comes up but I have no way of selecting anything. If I back out of the convo and hit escape to bring up the mouse (as if to leave play testing in editor) the re-engage I have a mouse cursor. However, I still can"t select any of the dialogue choices.
Any ideas. Thanks.
1st Person Control
Re: 1st Person Control
Hi,
Thanks for evaluating the Dialogue System!
Have you tried these steps to set up the FirstPersonController?
Also please make sure your scene has an EventSystem. If not, select the menu item GameObject > Create > UI > EventSystem.
If that doesn't help, please let me know if there are any warnings or errors in the Console window.
Thanks for evaluating the Dialogue System!
Have you tried these steps to set up the FirstPersonController?
Also please make sure your scene has an EventSystem. If not, select the menu item GameObject > Create > UI > EventSystem.
If that doesn't help, please let me know if there are any warnings or errors in the Console window.
-
- Posts: 8
- Joined: Tue Nov 14, 2017 10:12 am
Re: 1st Person Control
Tony,
Thank you for the fast reply.
I followed the directions in the other post. I couldn't get it to work just right. Using the Set Enabled On Dialogue Event component (copied from the player prefab in tutorial) I did get to work. I just followed the direction in the other post.
I also added the Show Cursor On Conversation component.
Now I get the cursor on the start of the conversation and can select my dialogue choices.
However....I cant exit the convo. Once its done I just stand there and I have no control.
Thank you for the fast reply.
I followed the directions in the other post. I couldn't get it to work just right. Using the Set Enabled On Dialogue Event component (copied from the player prefab in tutorial) I did get to work. I just followed the direction in the other post.
I also added the Show Cursor On Conversation component.
Now I get the cursor on the start of the conversation and can select my dialogue choices.
However....I cant exit the convo. Once its done I just stand there and I have no control.
Re: 1st Person Control
It sounds like you're almost there!
Inspect the Set Enabled On Dialogue Event component. Expand the On End section. Make sure the same components that are in On Start are also in On End, but that the State is set to True. This will re-enable the player movement component(s) at the end of the conversation.
Inspect the Set Enabled On Dialogue Event component. Expand the On End section. Make sure the same components that are in On Start are also in On End, but that the State is set to True. This will re-enable the player movement component(s) at the end of the conversation.
Re: 1st Person Control
Here's an example scene: StandardFirstPersonControllerExample_2017-11-14.unitypackage
-
- Posts: 8
- Joined: Tue Nov 14, 2017 10:12 am
Re: 1st Person Control
Finally solved it last nite.
When I copied the Set Enabled On Dialogue Event component looks like there was a 3rd element. When I deleted that everything worked.
I can now talk to the NPC. Accept the quest and leave the dialogue. Talk to the NPC again to confirm the "are you working on my quest or not" dialogue. Complete the quest, turn it in and leave the dialogue.
I was then able to re-produce this (in about 15 minutes even) in my own scene. This was the simple OnTriggerEnter quest.
One quest type down. Onto the next hurdle...Thinning the ranks!
Thanks again for the support.
When I copied the Set Enabled On Dialogue Event component looks like there was a 3rd element. When I deleted that everything worked.
I can now talk to the NPC. Accept the quest and leave the dialogue. Talk to the NPC again to confirm the "are you working on my quest or not" dialogue. Complete the quest, turn it in and leave the dialogue.
I was then able to re-produce this (in about 15 minutes even) in my own scene. This was the simple OnTriggerEnter quest.
One quest type down. Onto the next hurdle...Thinning the ranks!
Thanks again for the support.
Re: 1st Person Control
Happy to help! Glad you got it all straightened out.