[Solved] Three questions.
Re: Three questions.
Is your dialogue UI a Standard Dialogue UI? Only the Standard Dialogue UI system recognizes the override on the Dialogue Actor component. If it's not a Standard Dialogue UI, can you convert your dialogue UI to the Standard Dialogue UI system?
Re: Three questions.
Hi,
Yeah, I used the "Focus Template Standard Dialogue UI" as a template by duplicating it and modifying its aspect.
Any other idea?
Yeah, I used the "Focus Template Standard Dialogue UI" as a template by duplicating it and modifying its aspect.
Any other idea?
Re: Three questions.
Can you add an Override Dialogue UI and assign the Basic Standard Dialogue UI prefab?
Re: Three questions.
Hi,
That worked out, yay!
Now I have everything set up and works really well.
Thank you for your effort, your fast answers and, of course, the bark example!
Two more questions:
First: Is there a way I could enable the interaction with the continue button until the dialogue -> conversation -> node text appears completely? Of course, at the start of every conversation node, it will disable the interaction with it.
Last: he proximity selector doesn't disappear when I start the conversation with the new "Bark UI". But, with the normal dialogue, it does it correctly. I have attached inside the Player character the Dialogue System Events, which inside "conversation events" -> "On Conversation Start and End" I enable and disable the proximity selector. But, now as I have a new child game object with another Dialogue Actor for the custom "bark" as you know, I am not sure if I have to do something additional.
Any idea?
Thanks!
That worked out, yay!
Now I have everything set up and works really well.
Thank you for your effort, your fast answers and, of course, the bark example!
Two more questions:
First: Is there a way I could enable the interaction with the continue button until the dialogue -> conversation -> node text appears completely? Of course, at the start of every conversation node, it will disable the interaction with it.
Last: he proximity selector doesn't disappear when I start the conversation with the new "Bark UI". But, with the normal dialogue, it does it correctly. I have attached inside the Player character the Dialogue System Events, which inside "conversation events" -> "On Conversation Start and End" I enable and disable the proximity selector. But, now as I have a new child game object with another Dialogue Actor for the custom "bark" as you know, I am not sure if I have to do something additional.
Any idea?
Thanks!
Re: Three questions.
Hi,
Finally, use a Sequence like this:
This sequence hides the continue button when the node starts. After {{end}} seconds, it shows the continue button. The value of {{end}} is equal to the text length / Subtitle Chars Per Second.
Inspect the subtitle UI text, and set typewriter effect's Characters Per Second to the same value as the Dialogue Manager's Subtitle Settings > Subtitle Chars Per Second. Then set the Dialogue Manager's Subtitle Settings > Min Subtitle Seconds to 0.
Finally, use a Sequence like this:
Code: Select all
SetContinueMode(false);
SetContinueMode(true)@{{end}}
Try adding another Dialogue System Events to the child, and configure it to disable and re-enable the proximity selector. In fact, you can just move the Player's Dialogue System Events to the child GameObject because the OnConversationStart/End messages are broadcast to the Player and all of its children.Japtor wrote: ↑Thu Aug 23, 2018 5:17 amLast: he proximity selector doesn't disappear when I start the conversation with the new "Bark UI". But, with the normal dialogue, it does it correctly. I have attached inside the Player character the Dialogue System Events, which inside "conversation events" -> "On Conversation Start and End" I enable and disable the proximity selector. But, now as I have a new child game object with another Dialogue Actor for the custom "bark" as you know, I am not sure if I have to do something additional.
Re: Three questions.
Hi all,
This post and my doubts were finally closed thanks to Tony, who helped me a lot via Email.
Thanks!
This post and my doubts were finally closed thanks to Tony, who helped me a lot via Email.
Thanks!
Re: [Solved] Three questions.
Always happy to help!