minimal install for rpg kit 3.01 (and others)
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
minimal install for rpg kit 3.01 (and others)
I'm trying to avoid project 'feature creep' as I have to make a whole new one, what's the minimal dialog system setup? I'm putting it (152) in RPG kit
lite 3.01,
'Import the package Dialogue System/Scripts/Unity UI Support. This will unpack files into the folder Dialogue System/Scripts/Supplemental/UI.
Import the package Third Party Support/ICode Support. This will unpack files into the folder Third Party Support/ICode.
Import the package Third Party Support/RPG Kit Support. This will unpack files into the folder Third Party Support/RPG Kit.'
I left out the demos, examples, the 'wheel' and 'wheel2', is that now the minimum?
lite 3.01,
'Import the package Dialogue System/Scripts/Unity UI Support. This will unpack files into the folder Dialogue System/Scripts/Supplemental/UI.
Import the package Third Party Support/ICode Support. This will unpack files into the folder Third Party Support/ICode.
Import the package Third Party Support/RPG Kit Support. This will unpack files into the folder Third Party Support/RPG Kit.'
I left out the demos, examples, the 'wheel' and 'wheel2', is that now the minimum?
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
Re: minimal install for rpg kit 3.01 (and others)
I'm using 5.1.1 so I have this already built in, not like it says in your docs I believe?Import the package Dialogue System/Scripts/Unity UI Support. This will unpack files into the folder Dialogue System/Scripts/Supplemental/UI.
http://www.pixelcrushers.com/dialogue_s ... g_kit.html
Re: minimal install for rpg kit 3.01 (and others)
Hi Terry,
Make sure that you have a folder Scripts/Supplemental/UI containing folders such as Scripts, Prefabs, etc. If you imported into a Unity 5.1.1 project from the Asset Store, it should be there.
In the Dialogue System, you can delete the entire Examples folder. You can also delete everything in Prefabs/Unity Dialogue UIs except for Default.
You should import and keep everything in ICode Support and RPG Kit Support.
Make sure that you have a folder Scripts/Supplemental/UI containing folders such as Scripts, Prefabs, etc. If you imported into a Unity 5.1.1 project from the Asset Store, it should be there.
In the Dialogue System, you can delete the entire Examples folder. You can also delete everything in Prefabs/Unity Dialogue UIs except for Default.
You should import and keep everything in ICode Support and RPG Kit Support.
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
Re: minimal install for rpg kit 3.01 (and others)
There's no such folder in the unitypackage, I can't edit Zerano's rpg state machines either so I guess it's his error.Make sure that you have a folder Scripts/Supplemental/UI containing folders such as Scripts, Prefabs, etc. If you imported into a Unity 5.1.1 project from the Asset Store, it should be there.
- Attachments
-
- dialog_system_152.jpg (49.78 KiB) Viewed 2618 times
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
Re: minimal install for rpg kit 3.01 (and others)
Oh, it was a unitypackage in rpgkit, I installed it but still can't see state machine detailsr Scripts/Supplemental/UI
Re: minimal install for rpg kit 3.01 (and others)
Can you see state machine details on any of the state machines provided with RPG Kit Lite?
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
Re: minimal install for rpg kit 3.01 (and others)
Duh, I was clicking the PLUS not the bar, it's almost unreadable, any way to change colors?
- Attachments
-
- dialog_system_inspector.jpg (44.28 KiB) Viewed 2614 times
Re: minimal install for rpg kit 3.01 (and others)
Try contacting Zerano. It looks like he might have designed the color scheme based on the Unity Pro skin. It really should check the current skin and assign an appropriate color set.
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
Re: minimal install for rpg kit 3.01 (and others)
I added 'dialog manager prefab' to "Loading" level, gave it example dialog database, then assigned Barks as the conversation.
It only runs now if I put 'single player' as the start level 'login' isn't used, see this video
https://www.youtube.com/watch?v=9FcjFJon-0E
At least, that's what works, I also added select player, create player, loading, main level and level 2, all were required except level 2 which is a teleport level thing. So the barks work but there's a bunch of menus loading at startup
Dialogue System: No Dialogue UI found on 'Dialogue UI (UnityEngine.GameObject)'. Is the GameObject active and the dialogue UI script enabled? (Will load default UI for now.)
UnityEngine.Debug:LogWarning(Object, Object)
I looked at login's dialog manager, didn't see where to put the dialog UI
Whenever I change from main level and loading in editor I get this
ArgumentException: GetLocalizedString can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
TreeEditor.TreeGroupLeaf..cctor ()
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for TreeEditor.TreeGroupLeaf
UnityEditor.DockArea:OnGUI()
Of course the state machine inspector is readable now :--_
It only runs now if I put 'single player' as the start level 'login' isn't used, see this video
https://www.youtube.com/watch?v=9FcjFJon-0E
At least, that's what works, I also added select player, create player, loading, main level and level 2, all were required except level 2 which is a teleport level thing. So the barks work but there's a bunch of menus loading at startup
Dialogue System: No Dialogue UI found on 'Dialogue UI (UnityEngine.GameObject)'. Is the GameObject active and the dialogue UI script enabled? (Will load default UI for now.)
UnityEngine.Debug:LogWarning(Object, Object)
I looked at login's dialog manager, didn't see where to put the dialog UI
Whenever I change from main level and loading in editor I get this
ArgumentException: GetLocalizedString can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
TreeEditor.TreeGroupLeaf..cctor ()
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for TreeEditor.TreeGroupLeaf
UnityEditor.DockArea:OnGUI()
Of course the state machine inspector is readable now :--_
-
- Posts: 97
- Joined: Wed Sep 10, 2014 5:29 pm
Re: minimal install for rpg kit 3.01 (and others)
here's the shot
- Attachments
-
- wtf.jpg (39.18 KiB) Viewed 2612 times