Search found 23359 matches
- Sat Sep 30, 2017 7:49 am
- Forum: Dialogue System for Unity
- Topic: How to properly write narrative conversation line, including stopping the previous Npc audio?
- Replies: 3
- Views: 1018
Re: How to properly write narrative conversation line, including stopping the previous Npc audio?
Glad it's working now. Another way to handle the "Narrator" display is to use an Override Unity UI Dialogue Controls component: 1. Inspect your dialogue UI, and tick Find Actor Overrides. 2. Create a GameObject named "Narrator" (or add an Override Actor Name component, and set th...
- Fri Sep 29, 2017 10:54 am
- Forum: Announcements
- Topic: Pixel Crushers at Unite Austin
- Replies: 0
- Views: 7587
Pixel Crushers at Unite Austin
We'll be at Unite Austin next week. If you're there, please stop by our booth to say hi and enter for a chance to win a copy of the Dialogue System, Love/Hate, or Quest Machine!
- Fri Sep 29, 2017 10:16 am
- Forum: Dialogue System for Unity
- Topic: How to properly write narrative conversation line, including stopping the previous Npc audio?
- Replies: 3
- Views: 1018
Re: How to properly write narrative conversation line, including stopping the previous Npc audio?
Hi, Create a "Narrator" actor. Assign an invisible portrait image (e.g., a single pixel with alpha zero). Assign the "Narrator" actor to the narrative lines. Then replace your Audio() commands with AudioWait() commands. This command waits until the audio is finished or the player...
- Fri Sep 29, 2017 10:12 am
- Forum: Dialogue System for Unity
- Topic: The sequence of a Player's conversation line does not run at the beginning?
- Replies: 1
- Views: 343
Re: The sequence of a Player's conversation line does not run at the beginning?
Hi, That's intentional. It shouldn't run the sequence until the player has actually selected the choice. If you want to run a sequence as soon as the player response menu appears, there are two ways: 1. On the preceding NPC node, tick the Add Response Menu Sequence checkbox, and enter the sequence i...
- Fri Sep 29, 2017 10:11 am
- Forum: Dialogue System for Unity
- Topic: Confusion and suggestion for conversant display name in dialogue ui
- Replies: 1
- Views: 727
Re: Confusion and suggestion for conversant display name in dialogue ui
Sorry about the confusion. I'll make this much more clear in the documentation. The reason why it's designed like this is to allow different characters to use the same conversation (e.g., shopkeepers in different villages can share the same generic shopkeeper conversation). In hindsight, I agree wit...
- Fri Sep 29, 2017 9:46 am
- Forum: Dialogue System for Unity
- Topic: How to write a command only conversation line, which just run some sequence?
- Replies: 2
- Views: 388
Re: How to write a command only conversation line, which just run some sequence?
Hi,
If the Dialogue Text and Menu Text are blank, it should skip the subtitle text display and the continue button.
But if you want to make sure it automatically skips the continue button, add the Continue() command to your sequence, such as:
If the Dialogue Text and Menu Text are blank, it should skip the subtitle text display and the continue button.
But if you want to make sure it automatically skips the continue button, add the Continue() command to your sequence, such as:
- Sequence: SetActive(Magic Portal); Continue()
- Wed Sep 27, 2017 10:54 pm
- Forum: Dialogue System for Unity
- Topic: How can I change the value with sequence?
- Replies: 3
- Views: 868
Re: How can I change the value with sequence?
Happy to help!
- Wed Sep 27, 2017 11:08 am
- Forum: Dialogue System for Unity
- Topic: How to show node only if one child evaluates true
- Replies: 3
- Views: 736
Re: How to show node only if one child evaluates true
The code I provided above is just a framework that you can add your own code to; it's not a solution by itself. What if you use actor fields or variables to track this instead? For example: "Can I ask you something?" {Condition: Actor["Adam"].ToldAbout==false or Actor["Adam&...
- Tue Sep 26, 2017 9:57 am
- Forum: Dialogue System for Unity
- Topic: World Space Continue Button
- Replies: 7
- Views: 2751
Re: World Space Continue Button
Hi, You can add a continue button to the canvas yourself. Here are the steps: 1. Add a UI button. 2. Assign it to the dialogue UI's Continue Button field(s), or to the Override Dialogue Controls component if that's what you're using. 3. Hook up the UI button's OnClick() event to call the dialogue UI...
- Mon Sep 25, 2017 8:53 pm
- Forum: Dialogue System for Unity
- Topic: FMOD Support?
- Replies: 3
- Views: 1445
Re: FMOD Support?
Hi,
I haven't written a sequencer command for FMOD yet. If you end up writing one (they're easy to write) and would like to share it with the community, please feel free to post it here or email it to tony (at) pixelcrushers.com and I'll put it on the Dialogue System Extras page.
I haven't written a sequencer command for FMOD yet. If you end up writing one (they're easy to write) and would like to share it with the community, please feel free to post it here or email it to tony (at) pixelcrushers.com and I'll put it on the Dialogue System Extras page.