Dialogue System for Unity 2.0.1 Released!

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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System for Unity 2.0.1 Released!

Post by Tony Li »

Version 2.0.1 is available now on the Pixel Crushers customer download site (PM me your Unity Asset Store invoice number for access) and should be available on the Asset Store in 5-10 business days.

Highlights of this release include:
  • Dialogue Editor keyboard shortcuts and other usability improvements
    Improvements to Standard Dialogue UI and Standard Bark UI
  • Sequencer commands now accept "tag=" keyword to specify GameObjects by tag
  • articy:draft import improvements (including support for markup text, courtesy of Racoon7)
  • Motion Controller support (courtesy of Chris Lasting)

Version 2.0.1 Release Notes

Core:
  • Fixed: 1x to 2x Updater didn’t update ArticyLuaFunctions GUID.
  • Fixed: LuaInterpreter updated to properly handle OS language number formats in .NET4.6.
  • Fixed: Dialogue Editor’s Sort > Reorder IDs > All Conversations only updated current conversation; now updates all.
  • Fixed: Standard UI Dialogue panel no longer plays hide animation when alert appears before dialogue panel is used.
  • Fixed: Continue buttons on subtitle panels that exist outside the dialogue UI now work.
  • Fixed: Bug with SetPortrait(speaker,pic=#) using speaker keyword.
  • Fixed: Now shows correct player portrait if using multiple player actors, starting conversation with a different player actor than in database conversation, and showing on panels start.
  • Fixed: Player response menu portrait images when changing player actors in cross-conversation links.
  • Fixed: LocalizeUI wasn’t applying to TextMeshProUGUI.
  • Improved: DialogueActor added option to only prepend and color actor name.
  • Improved: ActorSubtitleColor added option to only prepend and color actor name.
  • Improved: Added Only Show NPC Portraits checkbox to StandardUISubtitlePanel .
  • Improved: Standard Bark UI now supports portrait images.
  • Improved: InputDeviceManager added option to not detect & switch to mouse control.
  • Improved: Sequencer commands now support "tag=" keyword to specify subjects by tag.
  • Improved: Added several keyboard shortcuts to the node editor.
  • Improved: Added node editor options to turn confirm deletion on/off, trim whitespace when splitting pipes.
  • Improved: Added [panel=#] markup tag to specify subtitle panel for dialogue entry.
Third Party Support:
  • articy:draft:
    - Improved: Now converts articy markup to rich text codes (courtesy of Racoon7).
    - Improved: Handles Stage Directions As Sequences better if there is also a custom Sequence property.
    - Improved: Now converts articy:expresso random() to Lua math.random();
    - Fixed: Input & output pins on dialogues (vs. dialogue fragments) are now applied to conversation's input & output entries.
    - Fixed: Dialogue database inspector's Reconvert button reloads changes to articy XML before converting.
  • Corgi Platformer Engine: Added support for activation limits to ConversationZone; option to follow the actor/conversant when using Standard Dialogue UIs.
  • Inventory Engine: Lua functions now use item ID, not item name.
  • Motion Controller: Added support (courtesy of Chris Lasting).
  • PlayMaker: Added Set DialogueActor Subtitle Panel Number action.
  • Realistic FPS Prefab: Added FPSQuestLogWindowHotkey.
  • TextMesh Pro: Made the original typewriter effect available again.
  • UFPS: Moved "Add All Player Scripts" menu item from Component menu to Tools menu to prevent (harmless) warning message in Unity 2018.
  • uMMORPG: : Updated for uMMORPG 1.121Support package.
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity 2.0.1 Released!

Post by Tony Li »

Version 2.0.1 is now available for download on the Unity Asset Store!
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Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Dialogue System for Unity 2.0.1 Released!

Post by Abelius »

Hi Tony,

Thanks for the update. I have a small doubt though. I guess that you'll work on that 'search & replace' feature we talked about in some time and at your own pace (no pressure here), but I'm wondering if you have planned for it to be ported to 1.8.2 ?

I ask because I've tried to migrate to 2.0.1 (beta) and my sequencer shortcuts text got all scrambled. So I got back to 1.8.2 at that time, to avoid spending more time in troubleshooting.

I guess I'll try again in the near future, but it would be good to have a Plan B.

Thank you!
Unity 2019.4.9f1
Dialogue System 2.2.15
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity 2.0.1 Released!

Post by Tony Li »

Hi,

I didn't have time to get global search & replace into version 1.8.3 or 2.0.1. It's scheduled for 1.8.4 and 2.0.2.

You may still be interested in some changes in 1.8.3. Here are the release notes:
  • Fixed: LuaInterpreter updated to properly handle OS language number formats in .NET4.6.
  • Fixed: Dialogue Editor’s Sort > Reorder IDs > All Conversations only updated current conversation; now updates all.
  • Improved: Added several keyboard shortcuts to node editor.
  • Improved: Added node editor options: confirm deletion on/off, trim whitespace when splitting pipes.
The upgrade process from 1.x to 2.x requires extra steps. This may be why your Sequencer Shortcuts weren't working.
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Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Dialogue System for Unity 2.0.1 Released!

Post by Abelius »

I upgraded to 1.8.3 just today, after realizing you've uploaded it. :P

Regarding my upgrade attempt, I followed the upgrade guide you mention. Anyway, I could have done something wrong. I'll try again at some point in the future to confirm.

Thanks!
Unity 2019.4.9f1
Dialogue System 2.2.15
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity 2.0.1 Released!

Post by Tony Li »

Did the sequencer shortcuts turns into incomprehensible numbers, like 12b37890a02d8e907123? If so, then if you try to upgrade again in the future, please try changing Serialization to Force Text manually before upgrading.
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nathanj
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Joined: Sat May 28, 2016 12:30 am

Re: Dialogue System for Unity 2.0.1 Released!

Post by nathanj »

Hi Again,

I'm still having an issue with the Typewriter script - in that I just get an empty script on my component.

Other that the TMP_PRESENT added and the TMP add on installed is there anything else required to get it working?

Edit:

Just updated to 2.02 and it's working. I'm sure I was on 2.01 but maybe I was still on 2.00.



Nathan
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Unity 2.0.1 Released!

Post by Tony Li »

If you're using Unity 2018, you may very well have been on 2.0.1. I'm still trying to figure out why the script sometimes requires an extra recompile for Unity to recognize it when using the package manage version of TMP, even with TMP_PRESENT defined.
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