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Dialogue System for Unity 1.7.1 Released

Posted: Fri Jun 02, 2017 11:50 am
by Tony Li
Version 1.7.1 is now available on the Unity Asset Store and the Pixel Crushers customer download page.

Core
  • Changed: Added Hide() method to the IBarkUI interface.
  • Added: Support for actor Display Name. Name and Display Name (and localized versions) now also support [var] and [lua] tags.
  • Added: Dialogue Manager > Bark Settings.
  • Added: Bark Groups.
  • Added: Language text export in Dialogue Editor and Localized Text Tables.
  • Added: Response menu timeout option Select Random Response.
  • Fixed: Parsing error in text with [var] tags immediately followed by certain other tags.
  • Fixed: OnBarkLine sent to Dialogue Manager incorrectly passed speaker instead of subtitle.
  • Dialogue Editor:
    • Timed auto-backups (default is every 10 minutes).
    • Watches tab can now set variable values; added "Add All Variables" menu item.
Third Party Support
  • Updated TextMesh Pro, NGUI, TK2D & DF-GUI bark UIs to add new Hide() method.
  • articy:draft:
    • Added: ArticyEditorTools.FindPortraitTexturesInAssetDatabase().
    • Fixed: Unticked dialogues are now properly excluded from import.
  • ORK Framework: Added UnityUIDialogueUIORKBridge to assist with Unity UI.
  • TalkIt: Added support for design-time and runtime imports.

Re: Dialogue System for Unity 1.7.1 Released

Posted: Sat Jun 03, 2017 1:06 am
by hellwalker
Awesome!

What is this feature? Added: Support for actor Display Name. Name and Display Name (and localized versions) now also support [var] and [lua] tags.

Re: Dialogue System for Unity 1.7.1 Released

Posted: Sat Jun 03, 2017 8:47 am
by Tony Li
hellwalker wrote:Awesome!

What is this feature? Added: Support for actor Display Name. Name and Display Name (and localized versions) now also support [var] and [lua] tags.
In your actors, you have the option to define a field named Display Name. This name will be shown in UIs instead of the regular Name field. This way you can treat the Name field like an internal identifier if you want, and change Display Name however you want, just like you you've been able to with quests.

You can also use localized versions such as "Display Name fr" for French.

You can also now include var and lua tags in Name and Display Name, such as:

[var=playerName] the [var=title]

Where perhaps the player entered a value for playerName at start, and title is set according to the player's level or major accomplishments.

Re: Dialogue System for Unity 1.7.1 Released

Posted: Thu Jun 08, 2017 8:36 am
by hellwalker
That is a cool feature. Though Is there a bug with the sequences in this version?
If I write a sequence in dialogue node, and I hit enter thus creating an empty newline after the sequence. The whole sequence gets ignored.
If last "line" is sequence then it plays.
Capture.JPG
Capture.JPG (15.53 KiB) Viewed 817 times
If it's empty newline it skips the sequence
Capture.JPG
Capture.JPG (15.38 KiB) Viewed 817 times

Re: Dialogue System for Unity 1.7.1 Released

Posted: Thu Jun 08, 2017 8:52 am
by Tony Li
hellwalker wrote:If I write a sequence in dialogue node, and I hit enter thus creating an empty newline after the sequence. The whole sequence gets ignored.
Hmm, I'll investigate this today. Sounds like I'll need to put out a patch to fix it.

Re: Dialogue System for Unity 1.7.1 Released

Posted: Thu Jun 08, 2017 9:00 pm
by hellwalker
Awesome. Another thing I noticed, I'm not sure if it's unity bug or DS.
If you open a database and dock the DS editor window. If you double click other database, it won't load this new DB in docked window. You have to close docked window and reopen the new DB.

Re: Dialogue System for Unity 1.7.1 Released

Posted: Thu Jun 08, 2017 9:30 pm
by Tony Li
Both issues are fixed now. I'll be pushing out a patch in about 2 hours.