Hi,
Since you're using an Override Dialogue UI component on a GameObject, then if the GameObject is the conversation's primary actor or conversant (see here for details), it should use the dialogue UI that you've assigned to the Override Dialogue UI component.
Search found 20823 matches
- Fri May 24, 2024 2:16 pm
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 7
- Views: 204
- Fri May 24, 2024 2:15 pm
- Forum: Dialogue System for Unity
- Topic: Get subtitle lines without starting conversation
- Replies: 3
- Views: 33
Re: Get subtitle lines without starting conversation
Glad to help!
- Fri May 24, 2024 2:14 pm
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 9
- Views: 130
Re: UI Bar connected to Variables
Hi,
Does the Debug.Log line appear at all in the Console?
Does the Debug.Log line appear at all in the Console?
- Fri May 24, 2024 2:14 pm
- Forum: Dialogue System for Unity
- Topic: Audio Dialogue on Hover
- Replies: 5
- Views: 68
Re: Audio Dialogue on Hover
Do your buttons have StandardUIResponseButton components? That's a requirement for dialogue UIs. Those StandardUIResponseButton components should be assigned to the StandardUIMenuPanel component's Buttons list. See: Dialogue UIs (video tutorials)
- Fri May 24, 2024 12:23 pm
- Forum: Dialogue System for Unity
- Topic: Animation play on specific DialogueEntry
- Replies: 1
- Views: 26
Re: Animation play on specific DialogueEntry
hi, It will look for an Animator on children, too. Is it finding the correct GameObject named "Mike"? Since you've omitted the subject parameter (which is probably the right thing to do), it will use the speaker GameObject. See: Character GameObject Assignments to confirm that the correct ...
- Fri May 24, 2024 12:20 pm
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 9
- Views: 130
Re: UI Bar connected to Variables
Try adding a Debug.Log to check if the variable changed method is being called: void OnVariableChanged(string variableName, object variableValue) { Debug.Log($"{variableName} changed to {variableValue}"); if (variableName == "Confidence") scoreSlider.value = (float)variableValue;...
- Fri May 24, 2024 12:20 pm
- Forum: Dialogue System for Unity
- Topic: Audio Dialogue on Hover
- Replies: 5
- Views: 68
Re: Audio Dialogue on Hover
Hi,
That's a different error. Change the red underlined "responseButton.dialogueEntry" to "response.destinationEntry".
That's a different error. Change the red underlined "responseButton.dialogueEntry" to "response.destinationEntry".
- Fri May 24, 2024 12:18 pm
- Forum: Dialogue System for Unity
- Topic: Turning off conversation UI for internal dialogue UI
- Replies: 7
- Views: 204
Re: Turning off conversation UI for internal dialogue UI
Hi,
How do you have it configured? Are you using an Override Dialogue UI component?
How do you have it configured? Are you using an Override Dialogue UI component?
- Fri May 24, 2024 9:55 am
- Forum: Dialogue System for Unity
- Topic: UI Bar connected to Variables
- Replies: 9
- Views: 130
Re: UI Bar connected to Variables
Hi, What is your script? It should look something like: using UnityEngine; using UnityEngine.UI; using PixelCrushers.DialogueSystem; public class Confidence_bar : MonoBehaviour { public Slider scoreSlider; //<-- Assign in inspector. void Start() { Language.Lua.Assignment.MonitoredVariables.Add("...
- Fri May 24, 2024 9:52 am
- Forum: Dialogue System for Unity
- Topic: Audio Dialogue on Hover
- Replies: 5
- Views: 68
Re: Audio Dialogue on Hover
Hi,
The example you're looking at uses the older UI scripts. Try changing:
to:
The example you're looking at uses the older UI scripts. Try changing:
Code: Select all
var response = GetComponent<UnityUIResponseButton>().response;
Code: Select all
var response = GetComponent<StandardUIResponseButton>().response;