Dialogue System for Unity v1.5.5 Released
Posted: Mon Aug 24, 2015 8:48 am
This release introduces support for RT-Voice, which uses your system's text-to-speech capability to generate audio. The Dialogue System, RT-Voice, and SALSA make it very easy to let your characters talk out loud with lipsync. If you plan to use voice actors, this is a great way to prototype your game before you've recorded them.
Version 1.5.5
Core
Version 1.5.5
Core
- Added: entrytaglocal sequencer keyword (localized entrytag).
- Added: OnBarkLine script message.
- Improved: Added DialogueManager.LoadAsset(name,type) overload to specify type.
- Changed: MoveTo() sequencer command now uses Rigidbody.MovePosition/Rotation if subject has rigidbody.
- Changed: Dialogue System debugging (set via Dialogue Manager > Debug Level) now only logs in debug builds (Debug.isDebugBuild).
- Fixed: Instantiated dialogue UI prefabs now set parent with Transform.SetParent(parent,false) to retain local transform settings.
- Fixed: ProximitySelector now prevents click passthrough from previous conversation to trigger.
- Fixed: VerificationError warning when playing hide animations on Unity UI dialogue UIs in webplayer builds.
- Unity UI: Added Always Visible checkbox to subtitle panels; improved typewriter effect (can use any text alignment, can pause & unpause).
- Action-RPG Starter Kit: Added Persistent Player Spawner component; improved DSTeleporter component with more options; added ARPGLoadLevel() sequencer command.
- RT-Voice: Added support.
- SALSA with RandomEyes: Fixed timing issue when two sequential lines play on same SALSA character.
- S-Inventory: Updated for S-Inventory 1.27; can now transparently load from Resources or asset bundles; added Realistic FPS Prefab 2 Cameras example.