Dialogue System for Unity 2.2.14 Released

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Dialogue System for Unity 2.2.14 Released

Post by Tony Li »

Version 2.2.14 of the Dialogue System for Unity is now live on the Asset Store.


Version 2.2.14 Release Notes
Core:
  • Changed: Voiceover script spreadsheet now includes Description column.
  • Added: [LocationPopup] attribute.
  • Added: ReturnToNPC quest state, QuestLog.StateToStringDelegate.
  • Added: Dialogue Manager option to interrupt active conversation if trying to start another.
  • Improved: Added Dialogue Editor previous/next conversation shortcuts: Ctrl+Shift+< and Ctrl+Shift+>.
  • Improved: Dialogue Editor Duplicate Conversation operation now also duplicates override display settings.
  • Improved: Screenplay export now has option to skip nodes whose Sequence is None() or Continue().
  • Improved: Added StandardUISubtitlePanel & StandardUIMenuPanel > Wait For Close checkbox.
  • Improved: ConversationPositionStack now has Push Current Entry checkbox.
  • Improved: HidePanel() sequencer command now accepts special keyword 'portraitimage'.
  • Improved: VN Template Standard Dialogue UI prefab now darkens unfocused portraits instead of making them transparent.
  • Fixed: Portrait sprite cache, Lua functions when domain reloading is disabled.
  • Fixed: Moved CustomLuaFunctionInfo to address assembly definition issue.
  • Fixed: Can now start conversation on group node when specifying starting dialogue entry ID.
  • Fixed: When ending conversation using Override Dialogue UI, hide animation now plays before deactivating UI.
  • Fixed: Check button in Sequence field incorrectly flagged sequences containing only multiple shortcuts.
  • Fixed: Quest tracker HUD issue when disabling HUD.
  • Fixed: Built-in Lua function issue in certain edge cases.
  • Save System: Added Scene Portal OnUsePortal() UnityEvent.
Third Party Support:
  • Adventure Creator: Updated to handle DS preload / AC KickStarter coordination.
  • Ink: Barks can now play sequences associated with Ink bark lines.
  • Look Animator: Updated for 2.0.1.
  • Opsive Controllers: Added support for runtime pickups.
  • Opsive Ultimate Inventory System: Updated savers.
  • TopDown Engine: Added starter script for saving attributes in save system.
VoodooDetective
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Joined: Wed Jan 22, 2020 10:48 pm

Re: Dialogue System for Unity 2.2.14 Released

Post by VoodooDetective »

Thanks so much for adding those shortcuts and the screenplay option!
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Tony Li
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Re: Dialogue System for Unity 2.2.14 Released

Post by Tony Li »

Thanks for the suggestions! I think I need to credit you for half the improvements made in the last few versions. If any other ideas come to mind, just let me know. (Don't say "optimize Dialogue Editor performance." ;-) I'm working on that for a bigger version 2.3 release.)
jlhacode
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Joined: Fri Jul 03, 2020 6:23 am

Re: Dialogue System for Unity 2.2.14 Released

Post by jlhacode »

I'm on Unity version 2020.1.4f1, and the latest version I'm seeing in the Package manager is 2.2.13 :/
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Tony Li
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Re: Dialogue System for Unity 2.2.14 Released

Post by Tony Li »

Try clearing your Asset Store cache or clicking the refresh button in the lower right of the list of My Assets.

The cache is here:

Windows: [User]/App Data/Roaming/Unity/Asset Store-5.x
Mac: ~/Library/Unity/Asset Store
fkkcloud
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Joined: Mon Oct 05, 2020 6:00 am

Re: Dialogue System for Unity 2.2.14 Released

Post by fkkcloud »

Thanks for the update!

What is "group node"?
fkkcloud
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Re: Dialogue System for Unity 2.2.14 Released

Post by fkkcloud »

Also, is Override Display Settings of a single conversation duplicated as well (previously it wasn't) when the conversation is duplicated?
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Tony Li
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Re: Dialogue System for Unity 2.2.14 Released

Post by Tony Li »

Yes, Override Display Settings is now duplicated as well.

A group node has Conditions and Script, but it does not show a subtitle. Instead, if the Conditions are true, it runs the Script and immediately progresses to the next node.
cptscrimshaw
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Re: Dialogue System for Unity 2.2.14 Released

Post by cptscrimshaw »

I don't see the following anywhere in the Dialogue Manager component:
- Added: Dialogue Manager option to interrupt active conversation if trying to start another.

It looks like the option is in the code (I'm on version 2.2.15). Am I missing it somewhere?

The reason I'm looking to add this is I have situtations where there is an Override UI conversation functioning as bark of sorts when the player interacts with objects or points of interest, but when they go to talk to an NPC I'd like it to cut off the original Override UI conversation and start the new one. This isn't a big issue, but I don't want the player interracting with an NPC and not being able to start a conversation (as I don't want to allow simultaneous conversation), so I assume this would fix that problem.

As a side note, if I hit the button to start the conversation quickly enough, the old override UI dialog box remains on the screen during the new conversation. Any idea why the original dialogue (the one in the bubble in the attached screenshot) remains on screen?

https://ibb.co/zF0GDwv
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Tony Li
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Re: Dialogue System for Unity 2.2.14 Released

Post by Tony Li »

cptscrimshaw wrote: Mon Feb 01, 2021 3:03 pmI don't see the following anywhere in the Dialogue Manager component:
- Added: Dialogue Manager option to interrupt active conversation if trying to start another.

It looks like the option is in the code (I'm on version 2.2.15). Am I missing it somewhere?
DialogueManager.interruptActiveConversations is a property you can set it code:

Code: Select all

DialogueManager.instance.interruptActiveConversations = true;
(Edit: Added 'instance')
cptscrimshaw wrote: Mon Feb 01, 2021 3:03 pmAs a side note, if I hit the button to start the conversation quickly enough, the old override UI dialog box remains on the screen during the new conversation. Any idea why the original dialogue (the one in the bubble in the attached screenshot) remains on screen?
Is the fullscreen conversation trigger configured to pause the game? If so, it's possible that it's pausing the bark or its Animator, preventing the fade out animation from playing. Make sure the bark UI Animator's update mode is set to Unscaled Time.
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