Hi Tony
I have problem with "Standard UI Quest Log Window". When i try to scroll window (left or right) with analog stick Scrollbar don't work. When I try it with mouse all works properly.
One thing i found: Focus is always on "Interior Panel"
Search found 35 matches
- Thu Apr 11, 2024 10:26 am
- Forum: Dialogue System for Unity
- Topic: In Quest log I can't scroll with analog sticks
- Replies: 1
- Views: 47
- Mon Mar 18, 2024 3:31 pm
- Forum: Dialogue System for Unity
- Topic: How to check if Conversation Node Sequencer ended
- Replies: 5
- Views: 190
Re: How to check if Conversation Node Sequencer ended
Hi Tony
In new script I created method OnSequenceEnd(Transform), and this method is Invoke two times:
- before dialoge window is visible
- and few seconds after
It looks like this method is invoke at the Start and at the end of sequence.
In new script I created method OnSequenceEnd(Transform), and this method is Invoke two times:
- before dialoge window is visible
- and few seconds after
It looks like this method is invoke at the Start and at the end of sequence.
- Mon Mar 18, 2024 6:50 am
- Forum: Dialogue System for Unity
- Topic: How to check if Conversation Node Sequencer ended
- Replies: 5
- Views: 190
Re: How to check if Conversation Node Sequencer ended
Hi Tony
If i understand I need to edit Class DialogueManager and add to it method OnSequenceEnd(Transform), yes?
If i understand I need to edit Class DialogueManager and add to it method OnSequenceEnd(Transform), yes?
- Thu Mar 14, 2024 11:07 am
- Forum: Dialogue System for Unity
- Topic: How to check if Conversation Node Sequencer ended
- Replies: 5
- Views: 190
How to check if Conversation Node Sequencer ended
Hi Tony
I have question how to check if Sequencer ended in Conversation Node. I need to start something on start of Dialogue window but not before Sequencer.
I have question how to check if Sequencer ended in Conversation Node. I need to start something on start of Dialogue window but not before Sequencer.
- Thu Feb 08, 2024 6:20 am
- Forum: Dialogue System for Unity
- Topic: Actor name is displayed incorrectly, as Actor id 1
- Replies: 1
- Views: 48
Actor name is displayed incorrectly, as Actor id 1
Hi Tony I have aproche some problem when Actor name displayed incorrectly. My setup: I have loaded 3 Databases: 1. MainDatabase (Base ID 1 ) 2. DialogueDatabase (Base ID 30000 ) 3. Bark Database (Base ID 200000 ) Base 2 and 3 are synced to 1 Actors In Database 2 I created conversation in that conver...
- Wed Feb 07, 2024 3:50 am
- Forum: Dialogue System for Unity
- Topic: Skip Button ending conversation, instead of stopping on last dialogue element
- Replies: 9
- Views: 615
Re: Skip Button ending conversation, instead of stopping on last dialogue element
Hi Tony after importing package we changed line 39 in ConversationControls.cs From: protected virtual void Awake() { dialogueUI = GetComponent<AbstractDialogueUI>() ?? (DialogueManager.standardDialogueUI as AbstractDialogueUI) ?? GameObjectUtility.FindFirstObjectByType<AbstractDialogueUI>(); } To: p...
- Tue Feb 06, 2024 11:27 am
- Forum: Dialogue System for Unity
- Topic: Skip Button ending conversation, instead of stopping on last dialogue element
- Replies: 9
- Views: 615
Re: Skip Button ending conversation, instead of stopping on last dialogue element
Hi Tony After importing the script I have error: Assets\Plugins\Pixel Crushers\Dialogue System\Scripts\UI\Utility\ConversationControl.cs(39,35): error CS0117: 'GameObjectUtility' does not contain a definition for 'FindFirstObjectByType' We have Unity ver 2020.3.38f1 and FindFirstObjectByType is not ...
- Tue Feb 06, 2024 10:08 am
- Forum: Dialogue System for Unity
- Topic: Skip Button ending conversation, instead of stopping on last dialogue element
- Replies: 9
- Views: 615
Re: Skip Button ending conversation, instead of stopping on last dialogue element
Hi Tony
I would like to add one more question to that subject. In ConversationControl.SkipAll code invoke sequences from all the Nodes, what I can do to run only sequneces in END Node?
I would like to add one more question to that subject. In ConversationControl.SkipAll code invoke sequences from all the Nodes, what I can do to run only sequneces in END Node?
- Thu Nov 30, 2023 9:11 am
- Forum: Dialogue System for Unity
- Topic: How to access new field in Quest Entry (via Code)
- Replies: 5
- Views: 622
Re: How to access new field in Quest Entry (via Code)
Hi Tony
One more question, Let's say quest was changed from Timeline or Dialogue Trigger is there a some kinda event telling unity that this quest was changed to another state?
One more question, Let's say quest was changed from Timeline or Dialogue Trigger is there a some kinda event telling unity that this quest was changed to another state?
- Wed Nov 15, 2023 8:31 am
- Forum: Dialogue System for Unity
- Topic: How to access new field in Quest Entry (via Code)
- Replies: 5
- Views: 622
Re: How to access new field in Quest Entry (via Code)
Thanks for answer, it will help a lot
I understand that with help of SetQuestField() I can change field value via code. Where i can check what variables is accepted by what field type?
I understand that with help of SetQuestField() I can change field value via code. Where i can check what variables is accepted by what field type?